<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minozake</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Minozake"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Minozake"/>
	<updated>2026-06-26T06:05:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tomb&amp;diff=180973</id>
		<title>v0.34:Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tomb&amp;diff=180973"/>
		<updated>2013-02-10T22:47:47Z</updated>

		<summary type="html">&lt;p&gt;Minozake: Added tomb quality levels from gameplay observations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|16:43, 15 June 2010 (UTC)}}&lt;br /&gt;
[[Image:MagmaTomb.png|thumb|left|To be laid to rest amongst the lifeblood of the earth is the hope of every Dwarf.]]&lt;br /&gt;
A '''tomb''' is a room designated from a [[coffin|coffin (or casket or sarcophagus)]]. A tomb can be assigned to a specific [[dwarf]], or to no dwarf at all. The primary function of tombs is to keep [[noble]]s [[thought|happy]]: certain nobles demand their own tomb, and the more self-important the noble is, the higher the [[room#Specific_room_quality_grades|quality]] they will require. In some circumstances a [[noble]] will get an unhappy [[thought]] if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Nobles may also store certain favored objects in their tombs.&lt;br /&gt;
&lt;br /&gt;
The quality levels of tombs goes as:&lt;br /&gt;
&lt;br /&gt;
* Grave&lt;br /&gt;
* Servant's Burial Chamber&lt;br /&gt;
* Burial Chamber&lt;br /&gt;
* Tomb&lt;br /&gt;
&lt;br /&gt;
Dwarves that have been assigned to tombs will retain all of their possessions when they die, and other dwarves will place them in the tomb - it can be a good idea to keep a [[container|chest and cabinet]] in the tomb to ensure that all of the items fit; otherwise, all of the dwarf's possessions will be inherited by his/her [[marriage|spouse]] (if one exists) or simply become unowned.&lt;br /&gt;
&lt;br /&gt;
Making a tomb for every dwarf in your fortress can be time consuming. More convenient than creating tombs for common dwarves is to designate coffins for {{k|b}}urial -- a dwarf who dies will be placed in a randomly available coffin set for burial, unless he or she has a tomb assigned.  This reduces negative thoughts and eliminates miasma.  Of course, it's also important to make sure that the dwarf doing the burial isn't running into the middle of a battlefield to do so.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
There are also human made structures called tombs; they usually take the form of pyramid varying in size and internal composition.  Inside are statues of random creatures, slabs with writing on them, skeletons everywhere, weapon traps, and one or more coffins in the middle of the main room.  The coffins contain named corpses, unlike the others lying around them. Tombs, if disturbed, may prove to be fun (notably, through curses).&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Minozake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=180962</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=180962"/>
		<updated>2013-02-10T13:39:32Z</updated>

		<summary type="html">&lt;p&gt;Minozake: Updated version according to DFFD's listing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Civilization Forge&lt;br /&gt;
|version = 2.7&lt;br /&gt;
|df version = 0.34.10&lt;br /&gt;
|last update = 05/21/2012&lt;br /&gt;
|download = http://dffd.wimbli.com/file.php?id=2277&lt;br /&gt;
}}&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2277 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do. They dislike bone crafts and bone engravings.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring caravans of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves tainted by the powers of Chaos. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Tainted dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. Some few are even rumored to be possessed by demonic spirits, and possess unholy strength.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. They are found in the deep forests of the world.&lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and should they war upon you they will come swiftly and in great numbers.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants generally keep to their frozen strongholds, but any who incur their wrath have cause to fear their strength.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - A mountain-dwelling race of intelligent rodents. They're thieves like Kobolds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - A strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron and bronze and can speak with other races, which makes them a little more noticeable in the world than kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapons====&lt;br /&gt;
&lt;br /&gt;
Mattock - A two-handed pick often used by dwarven miners. It is no military weapon, but can still do considerable damage when necessary.&lt;br /&gt;
&lt;br /&gt;
Club - A simple blunt weapon, usually used by more primitive races&lt;br /&gt;
&lt;br /&gt;
Hand Axe - Lighter than a Battle Axe, the hand axe hits with less force but has greater speed.&lt;br /&gt;
&lt;br /&gt;
War Axe - Larger and heavier than a Battle Axe, the war axe is often used two-handed by dwarves.&lt;br /&gt;
&lt;br /&gt;
[[http://en.wikipedia.org/wiki/File:Bec_de_Corbin.jpg Raven's Beak]] - A pole weapon with a hammer-head shaped much like a Raven's Beak. It is useful when fighting armored opponents.&lt;br /&gt;
&lt;br /&gt;
Skullcracker - A dwarven maul that has been adopted by a few other races. The Skullcracker is heavy, and usually used two-handed.&lt;br /&gt;
&lt;br /&gt;
Light Hammer - A common dwarven working hammer, the Light Hammer can be used in combat as well. It is not a particularly good weapon, however, and is usually reserved for civilians to use for self defense.&lt;br /&gt;
&lt;br /&gt;
[[http://www.realmcollections.com/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/S/w/Swords_Celtic_Flame_Sword_2017_93.jpg Flambard]] - A one-handed sword with a blade that is curved like fire.&lt;br /&gt;
&lt;br /&gt;
[[http://swordforum.com/swd/dt/dt-falcata-largesand.jpg Falcata]] - A long bladed sword curved inward and weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.levantia.com.au/military/pictures/falchion.jpg Falcion]] - A short, heavy sword weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.kultofathena.com/images%5CAH4317_l.jpg Kopesh]] - An ancient design, the Kopesh is a sword with a sickle-like blade. It is favored by Bugbears, but generally considered inferior by other races.&lt;br /&gt;
&lt;br /&gt;
Bastard Sword - A large sword in-between a long sword and a two-handed sword.&lt;br /&gt;
&lt;br /&gt;
Dire Blade - A humongous sword wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Spear - A humongous spear wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Maul - A humongous hammer wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Axe - A humongous axe wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dread Star - A humongous spiked mace wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Scorpion Dagger - A thin-bladed dagger used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
&lt;br /&gt;
Scorpion Blade- A thin-bladed sword used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
&lt;br /&gt;
Scorpion Spear - A thin-bladed spear used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
&lt;br /&gt;
Mail Vest - A light vest made of woven chain. It provides less cover than a chain shirt, but requires fewer materials and is considerably lighter.&lt;br /&gt;
&lt;br /&gt;
[[http://home.messiah.edu/~gdaub/armor/pictures/fletcher/hauberk.jpg Mail Hauberk]] - A long coat made of woven chain. It provides even better protection than a chain shirt, but requires more materials and is considerably heavier.&lt;br /&gt;
&lt;br /&gt;
[[http://www.globaleffects.com/C_pages/Rental/Wardrobe/Armor/Period/CompleteSuit/European/Armor_scale817_hi.jpg Scale Armor]] - A coat of armor made with overlapping scales. It is generally equivalent to chain.&lt;br /&gt;
&lt;br /&gt;
Scale Hauberk - A long coat of armor made with overlapping scales. It is generally equivalent to a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
[[http://www.metmuseum.org/special/Warriors_of_the_Himalayas/images/6-lamellar-armor.L.jpg Lamellar Armor]] - A coat of armor made with small plates sewn next to each other. It is stiffer than chain, and so provides better protection against blunt attacks. However, it is heavier and less flexible.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar Armor - A long coat of Lamellar. It provides great protection, but is quite heavy.&lt;br /&gt;
&lt;br /&gt;
Apron - A work apron often worn by dwarves. It can be made of leather, which provides some amount of protection in combat.&lt;br /&gt;
&lt;br /&gt;
Scale Leggings - Armored leggings made of overlapping scales. Generally equivalent to chain leggings.&lt;br /&gt;
&lt;br /&gt;
Lamellar Leggings - Armored leggings made of small plates sewn together. Slightly better than chain leggings, but a bit heavier.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
[[http://www.thinkgeek.com/images/products/zoom/b53e_chain_mail_coif.jpg Chain coif]] - A hood of woven chain. It provides better cover than a metal cap, though it protects less against blunt attacks.&lt;br /&gt;
&lt;br /&gt;
Chain gauntlet - A glove of woven chain. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Scale gauntlet - A glove of overlapping scales. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Lamellar gauntlet - A glove of small plates. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Shields====&lt;br /&gt;
&lt;br /&gt;
Kite Shield - A large shield with a pointed tip at the bottom. It provides better cover than a standard round shield, but is heavier.&lt;br /&gt;
&lt;br /&gt;
Tower Shield - A very large shield that acts as a portable wall. It provides the best cover, but is very heavy.&lt;br /&gt;
&lt;br /&gt;
Targe - A small round shield, in between a standard Round and a Buckler. It provides decent protection and is fairly light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Pig''' - Cheaper than cows and provide a lot of meat when butchered.&lt;br /&gt;
&lt;br /&gt;
'''Chicken''' - No eggs yet, but they are cheap and breed quickly. A good renewable source of food.&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting. A powerful asset for any fort.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting. It can also be butchered for meat and shells.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in its meat.&lt;br /&gt;
&lt;br /&gt;
'''Land Strider''' - A huge creature found wandering the grasslands of the world. It is often domesticated for its immense strength and used to haul goods.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - A serious threat found in Savage lands, the Giant Wasp is nearly the size of a dwarf and boasts a deadly poisoned stinger. They will raid your fortress for food. It is recommended that young forts simply appease them with a pile of extra food stuffs well away from the fortress rather than attempt to actually fight the wasps.&lt;br /&gt;
&lt;br /&gt;
'''Redstripe Wasp''' - These medium-sized forest critters can be a serious pest. About the size of a cat, these wasps will raid your fortress for food. Not too dangerous, generally, but their poisonous stings can be deadly.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - While only a minor pest to an established fortress, they can be a serious hazard to a young outpost. They will attempt to raid your food supplies, and Soldier ants especially can be quite dangerous. Butcherable: 11x giant ant meat, 11x giant ant fat, 1x giant ant brain, 1x giant ant intestines + 1x giant ant chitin.&lt;br /&gt;
&lt;br /&gt;
'''Fire Beetle''' - A rare beetle found in savage lands. It is generally docile, but can spit a gout of fire when threatened.&lt;br /&gt;
&lt;br /&gt;
'''Spike Beetle''' - A medium sized insect that roams the forests of the world. They can be hostile, but are generally too small to be a threat.&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand addition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
'''Web Lichen''' - A delicate and somewhat rare underground plant, it can be eaten raw or brewed into firewater.&lt;br /&gt;
&lt;br /&gt;
NOTE: This mod will make all underground crops grow in every season, thus making gameplay much easier.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Cane''' - Produces sugar, molasses, or Rum. &lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
'''Silverwood''' - A rare tree that grows only in goodly lands, the wood of this tree is said to be as hard as iron. It is highly prized by the Elves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Flint- A blueish stone found as pockets within Chalk and Limestone. It can be used to make stone weapons.&lt;br /&gt;
&lt;br /&gt;
Alum Shale - An oil shale that can be used to make Alum. This Sedimentary Layer stone is dark blue.&lt;br /&gt;
&lt;br /&gt;
Melanterite - This green stone is often found in veins of coal or iron ore. It is used in alchemy.&lt;br /&gt;
&lt;br /&gt;
Chalcanthite - This blue stone is often found in veins of copper ore. It is used in alchemy.&lt;br /&gt;
&lt;br /&gt;
Truesilver - This purple ore is the only source of Mithril in the world. The mithril must be separated from the silver in the ore in a Separation Chamber&lt;br /&gt;
&lt;br /&gt;
Levitite - This green ore is the only source of Levisium in the world. The levisium must be separated from the copper in the ore in a Separation Chamber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Nightfire - A Precious gem occasionally found within clusters of Fine Jet.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
&lt;br /&gt;
Frost Crystal - A hardened shard of Elemental Water. It can be combined with iron to make Glacium&lt;br /&gt;
&lt;br /&gt;
Fireheart - A hardened shard of Elemental Fire. It can be combined with iron to make Incendium&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - A hardened shard of Elemental Air. It can be combined with iron to make Tempestium&lt;br /&gt;
&lt;br /&gt;
Ward Crystal - A hardened shard of Elemental Earth. It can be combined with iron to make Ward Iron&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - A strange glowing gem. It can be combined with Fireheart to make blazing Incendium, a very dangerous material&lt;br /&gt;
&lt;br /&gt;
===Ironworks Industry===&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
'''Wrought Iron''' - Iron created at the smelter can no longer be used for weapons and armor. Instead, Iron can be work-hardened at the Finishing Forge to create Wrought Iron, which is about equal to Bronze.&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is no longer created at the Smelter. Instead, I am using some more historically accurate ways to create steel.&lt;br /&gt;
&lt;br /&gt;
''''Pattern-welded steel'''' - This method of creating steel is done by taking Iron Bars, Pig Iron Bars, and charcoal or coke and hammering them together at the Finishing Forge to balance out the carbon levels between the two types of iron. This is the most labor intensive way to make steel, and dwarves usually have better options, but can be done if other resources are lacking. Note that Pig Iron no longer requires Flux&lt;br /&gt;
&lt;br /&gt;
'''Crucible''' - Two types of Steel are made at the new Crucible furnace. Normal steel is made by taking Iron Bars and Wood and heating them with fuel or magma to add carbon to the iron to make steel. Crucible Steel is a special form of naturally alloyed steel made from Ilmenite (now an iron ore found in gabbro). Crucible Steel is made using Ilmenite, Wood, raw green glass, and fuel/magma. It is stronger than normal steel due to impurities of Vanadium in the Ilmentite.&lt;br /&gt;
&lt;br /&gt;
'''Blast Furnace''' -  This dwarf-only building allows for large-scale steel production. Six iron ore, six flux stones, and six coke/charcoal are placed into the blast furnace and fired with fuel or magma to create six steel bars. This is by far the most efficient way to make steel, but since it only works in large batches and requires flux you may still find yourself making steel using the other two methods as well. It requires 3 blocks, two units of leather for bellows, and a wrought iron bar to stir the molten iron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charcoal furnace''' - This high efficiency furnace turns wood into two units of Charcoal, although it is slightly harder to make than a normal wood burning furnace. It requires stone blocks to create.&lt;br /&gt;
&lt;br /&gt;
===Alchemy Industry===&lt;br /&gt;
&lt;br /&gt;
====Alchemical Items====&lt;br /&gt;
Alchemical Jar - Used for Alchemy Jars&lt;br /&gt;
&lt;br /&gt;
Transport Tube - Used to trade Alchemical substances with merchants&lt;br /&gt;
&lt;br /&gt;
====New Workshops====&lt;br /&gt;
Alchemy Laboratory - Used to perform most Alchemical jobs&lt;br /&gt;
&lt;br /&gt;
Alchemy Workbench - Used to transfer Alchemical Components between transport bars and alchemical jars&lt;br /&gt;
&lt;br /&gt;
Jarmaker's Workshop - Used to create Alchemical Jars from glass&lt;br /&gt;
&lt;br /&gt;
Saltpeter Beds - Used to create Saltpeter for Alchemy&lt;br /&gt;
&lt;br /&gt;
Oil Press - Used to Press oils from plants. Currently only for alchemical purposes.&lt;br /&gt;
&lt;br /&gt;
Frothing Pool - Used to separate out usable minerals from Cobaltite&lt;br /&gt;
&lt;br /&gt;
Tempering Chamber - Used to create the various Tempered Crystal bars&lt;br /&gt;
&lt;br /&gt;
Separation Chamber - Used to separate Mithral and Levitite from their ores&lt;br /&gt;
&lt;br /&gt;
Infusion Chamber - Creates powerful Elemental metals&lt;br /&gt;
&lt;br /&gt;
Crystal Furnace - Workaround building to make Crystal Glass items, since they are currently bugged in DF&lt;br /&gt;
&lt;br /&gt;
====Alchemical Metals====&lt;br /&gt;
Mithril - A rare and precious metal, Mithril is stronger than steel and much lighter&lt;br /&gt;
&lt;br /&gt;
Bright Silver - When smelted normally, Truesilver gives Bright Silver. This shiny metal is roughly equivalent to Iron or Bronze, though a good bit lighter&lt;br /&gt;
&lt;br /&gt;
Orihalcum - Mithril can be alloyed with Gold and Platinum to create Orihalcum. This Red metal is dense, but much harder than steel&lt;br /&gt;
&lt;br /&gt;
Royal Bronze - When alloyed with Copper and Tin, Mithril gives you the purple Royal Bronze. This metal is stronger than regular bronze and a bit lighter&lt;br /&gt;
&lt;br /&gt;
Levisium - Nearly weightless, this bright green metal does not make for good weapons. However, it does make for decent armor that won't weigh down the wearer.&lt;br /&gt;
&lt;br /&gt;
Green Copper - When smelted normally, Levitite gives Green Copper. This metal is a bit stronger than copper and a bit lighter.&lt;br /&gt;
&lt;br /&gt;
Verdant Bronze - When alloyed with copper and tin Levisium gives the brilliantly green Verdant Bronze. This metal is slightly lighter than regular bronze, and nearly as strong.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When alloyed with iron in the creation of steel, Levesium gives you the glittering Shimmersteel. This metal is slightly lighter than regular steel and nearly as strong.&lt;br /&gt;
&lt;br /&gt;
Tempered Crystal - When tempered properly, Crystal Glass can be made into metallic bars. By themselves these bars are a good bit weaker than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - When crystal glass is tempered with Quicksilver you get Blood Crystal. Stronger than iron and razor sharp it makes for superb weapons.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - When crystal glass is tempered with Midnight Elixir you get Night Crystal. Stronger than iron, this dark blue metal makes good armor and blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - When crystal glass is tempered with Quicksilver, Midnight Exlixir, and Black Antimony you get the nearly black Void Crystal. This crystal is stronger and sharper than steel.&lt;br /&gt;
&lt;br /&gt;
Glacium - Imbued with Elemental Water this metal is permanently cold to the touch. It is far superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Incendium - Imbued with Elemental Fire this metal is permanently warm to the touch. Some of the best weapons in the world are made from this metal.&lt;br /&gt;
&lt;br /&gt;
Blazing Incendium - Imbued with Elemental Fire this metal is permanently hot to the touch. It is quite hazardous to work with.&lt;br /&gt;
&lt;br /&gt;
Tempestium - Imbued with Elemental Air this metal crackles with energy. It can only be worked in small amounts, but ammo created with it can pierce the strongest armor.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - Imbued with Elemental Earth this metal is fantastically tough. Some of the best armor in the world is made from this metal.&lt;br /&gt;
&lt;br /&gt;
Elementium - Imbued with all four Elements, this Metal is superior to everything but the fabled Adamantine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alchemical Recipies====&lt;br /&gt;
[[Alchemy Basics]]&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
NOTE - Neither of these graphic sets has been confirmed to work with the new version&lt;br /&gt;
&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[ru:Civilization_Forge]]&lt;/div&gt;</summary>
		<author><name>Minozake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=180960</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=180960"/>
		<updated>2013-02-10T13:26:17Z</updated>

		<summary type="html">&lt;p&gt;Minozake: /* Dead links */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Stop Censorship Banner==&lt;br /&gt;
&lt;br /&gt;
Can we get this off of the wiki?  This place isn't for political advocacy.  --[[User:Bouchart|Bouchart]] 23:37, 17 November 2011 (UTC)&lt;br /&gt;
: No.  If this bill passes, I will be unable to host the wiki due to the legal issues involved. --[[User:Briess|Briess]] 00:44, 18 November 2011 (UTC)&lt;br /&gt;
:: The bills have been essentially struck down. There's a chance they'll return, but I think the banner doesn't need to be up anymore.--[[Special:Contributions/173.167.163.13|173.167.163.13]] 18:18, 6 February 2012 (UTC)&lt;br /&gt;
:::SOPA/PIPA have been struck down. ACTA, however, is far from dead. --[[Special:Contributions/78.144.215.247|78.144.215.247]] 20:40, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New version ==&lt;br /&gt;
&lt;br /&gt;
The main page recognises the new version, but not the new release date. [[Special:Contributions/188.95.42.176|188.95.42.176]] 14:08, 14 February 2012 (UTC)&lt;br /&gt;
:That's because the release date comes from a different template, which nobody updated. Given that this version is '''not''' save-compatible with 0.31.xx, it's very likely that a new namespace will be created to cover it, so it might be good to wait on updating existing pages. --[[User:Quietust|Quietust]] 14:11, 14 February 2012 (UTC)&lt;br /&gt;
::A few questions, then:&lt;br /&gt;
::*Is the DF2010 namespace going to be changed to df31 or similar, based on the version number instead of our placeholder title?&lt;br /&gt;
::*Will the new namespace be DF2012, df34, or something else?&lt;br /&gt;
::*{{tl|ArticleVersion}} and [[Dwarf Fortress Wiki:Current]] will need to be updated, yes?&lt;br /&gt;
::Yay new version! --[[User:Timrem|Timrem]] 20:27, 14 February 2012 (UTC)&lt;br /&gt;
:::On each of those questions, I'm not sure - I've contacted the admins, but I haven't yet gotten a response. --[[User:Quietust|Quietust]] 20:48, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main page has recognized the new version but not the new release date, again. Just reminding the people in charge to fix this :) --[[User:Merreton|Merreton]] 16:50, 30 March 2012 (UTC)&lt;br /&gt;
:You can change it yourself, you know. [[Template:Current/lastupdate]]. --[[User:Timrem|Timrem]] 18:36, 30 March 2012 (UTC)&lt;br /&gt;
::Thanks! Good to know. :D --[[User:Merreton|Merreton]] 21:56, 1 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Typo ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;French forum ,Canard PC Thread (Fr)&amp;quot; comma needs to be moved to the left&lt;br /&gt;
&lt;br /&gt;
==Editing Guide==&lt;br /&gt;
&lt;br /&gt;
I'd like to suggest that a new page with editing tips be created and linked to the main page. I think expanding on [[User_talk:Nyotor_Lizardhammers|this]] would be great. I especially would be interested in more information on how to do redirects, since I've done some incorrectly in the past (thanks for fixing them, Quietust!). I think it would be an excellent resource for those who haven't edited any other wikis before (like me) and for people who aren't familiar with the particular quirks of this wiki. Hopefully, this would reduce the number of red links we have the next time the namespace changes. --[[User:Cali|Cali]] 09:49, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I very much agree. I signed up recently to help out, and, as a new wiki person, I couldn't find a consolidated source of information about editing standards. The &amp;quot;Centralized discussion&amp;quot; page needs the aforementioned links. Especially the link to the [[http://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.]]Alphabet Constitution. [[User:Darchitect|Darchitect]] 15:02, 27 February 2012 (UTC)Darchitect&lt;br /&gt;
::Yes, the &amp;quot;Alphabet Constitution&amp;quot; should be easier to find, and is included in the link I provided above. I'm glad I'm not the only who thinks this would be a useful idea. --[[User:Cali|Cali]] 00:38, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Elements: Buildings vs. Workshops ==&lt;br /&gt;
&lt;br /&gt;
Is there some reason why there are two separate pages for the same thing? And why does the Workshop page have this &amp;quot;Tier&amp;quot; categorization implemented? It doesn't seem to be necessary. I think the two should should be merged, and only contain a brief overview of what each workshop does, with a link to the workshop page.[[User:Darchitect|Darchitect]] 15:11, 27 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
:Yes. Workshops are buildings, but not all buildings are workshops. &lt;br /&gt;
:The tier system is an attempt at systematizing the workshops relative to their input and output. As it is unnecessary, confusing, and not directly representative of the game, it should be removed. No article should list workshops anyway, as we have &amp;lt;nowiki&amp;gt;{{workshops}}&amp;lt;/nowiki&amp;gt; for that. &lt;br /&gt;
:I suggest that we make [[DF2012:Workshop]] a short general article that refers the user on to the specific workshop articles. --[[User:Nahno|Nahno]] 23:02, 28 February 2012 (UTC)-&lt;br /&gt;
&lt;br /&gt;
:::Excellent suggestion. I second the motion. I'm going to edit the Buildings article a bit, as well, as it doesn't communicate its concept very well. --[[User:Darchitect|Darchitect]] 20:36, 29 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing on Main Page ==&lt;br /&gt;
&lt;br /&gt;
irc://chat.freenode.net &amp;gt; #dwarffortress&lt;br /&gt;
&lt;br /&gt;
== Site Security ==&lt;br /&gt;
I was not logged in when I posted this but I thought it was relevant to the site. My Anti-virus software detected trojan viruses on this site (several of the individual pages) and was able to block them, but as a reference to site security and to inform the site admin of the problem, I created this section. If this section remains, please post any insecurity (virus) problems detected on the site or any individual Dwarf Fortress Wiki page, the date detected, and the specific virus type (if possible.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:107.4.27.40|107.4.27.40]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I've heard users of other wikis complain about such things from the ads on those sites. Is it possible the same sort of thing is what you've encountered here? I've never had any problems here, though I do have a firefox extension blocking ads for me. --[[User:Timrem|timrem]] 06:40, 29 May 2012 (UTC)&lt;br /&gt;
::Can't blame the site. It's hard to secure a website for your users when in order to stay up and running you have to allow an unindemnable third party to load arbitrary third party content including scripts. There needs to be laws and regulations making advertisers responsible for policing malicious code in their ads. Until then, adblock is as necessary as a firewall and antivirus.&lt;br /&gt;
===Incidents===&lt;br /&gt;
*May 28, 2012: Trojan Virus, Main page;General Discussion; Several Other varying sites (may be over entire wiki) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:107.4.27.40|107.4.27.40]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== wiki software ==&lt;br /&gt;
what wiki software does the DF wiki run on?&lt;br /&gt;
&lt;br /&gt;
:[http://en.wikipedia.org/wiki/Mediawiki Mediawiki] --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 00:16, 10 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ads block my view ==&lt;br /&gt;
&lt;br /&gt;
I've asked before, and I don't think anyone answered. Can we please do something about the fact that ads block part of the page? --[[User:Jumbods64|Jumbods64]] 21:31, 7 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dead links ==&lt;br /&gt;
&lt;br /&gt;
There are dead links to xSpore and Strike the Earth!. [[User:Minozake|Minozake]] 13:26, 10 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Minozake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Military_design&amp;diff=180956</id>
		<title>v0.34 Talk:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Military_design&amp;diff=180956"/>
		<updated>2013-02-10T13:17:32Z</updated>

		<summary type="html">&lt;p&gt;Minozake: /* Removed timelessness notice */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference ==&lt;br /&gt;
&lt;br /&gt;
Information for this section is scattered among related topics. This page should describe holistic strategy for creating a military force to keep the fortress safe, but these articles can provide the lower-level details about how to go about the task:&lt;br /&gt;
* [[Militia_captain]] and [[militia]] [[soldier]]s&lt;br /&gt;
* [[sparring|Training]] in the [[barracks]]&lt;br /&gt;
* Understanding [[combat]] individually and en masse&lt;br /&gt;
* Soldiers and [[trap]]s in concert&lt;br /&gt;
&lt;br /&gt;
== Removed timelessness notice ==&lt;br /&gt;
&lt;br /&gt;
I removed the timelessness notice for the page since it didn't seem to reference past versions on my readthrough.  The overall quality still could be improved, but I don't have the experience with the game to help much (yet). [[User:Minozake|Minozake]] 13:17, 10 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Minozake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Military_design&amp;diff=180955</id>
		<title>v0.34:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Military_design&amp;diff=180955"/>
		<updated>2013-02-10T13:15:55Z</updated>

		<summary type="html">&lt;p&gt;Minozake: Removed timelessness notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Editors &amp;amp; Contributors''': Please see the discussion page before posting. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''.&lt;br /&gt;
&lt;br /&gt;
The role of a military force in fortress defense can be extremely varied depending on the player's overall approach and strategy; it can be central, non-existent, or anywhere in between. One of their advantages is their mobility &amp;amp;mdash; they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats. Only military can take the fight to the enemy (doomsday devices excepted).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they are also expensive to maintain compared to static traps, and can cost a lot of resources for the [[metal]], labor, as well as food, drink and accommodation for the military. Additionally, soldiers are almost constantly under high risk in their job defending the fortress, possibly draining the fortress of some otherwise useful dwarves. Finally, the military system can take a lot of time on the player's part to set up and get working. An efficient military design can offset some of these major issues. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
One of the important parts of a military is to have dwarves with high physical [[attribute]]s and decent [[experience]] in [[combat skill]]s, and that requires training them up. See [[cross-training]] for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. Another very effective way of training is sending the military to actively fight captured invaders or wildlife, especially with training weapons equipped so that the combat takes longer. Certain creatures, such as [[flesh ball]]s are more suitable for combat training than others. See [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
For further information on how to better improve your dwarves training, see [[training]].&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]], [[armor stand]] or [[archery target]] on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. A major reason for training in daylight is that it also helps prevent [[cave adaptation]] in your military.&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
Archers are deadly, but vulnerable to melee &amp;amp;mdash; crossbows as clubs just aren't the best. Additionally, it is impractical to have archer towers every 15 tiles across the map (it is possible, but that sometimes would be tedious). Sometimes, the only option is to take it directly to the enemy. Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are crucial to any archery platform, even the tallest towers. If these are built improperly or do not exist, enemy archers will return fire, causing mammoth losses to any archery squads.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarf training===&lt;br /&gt;
A couple tips/troubleshooting for training your ranged military:&lt;br /&gt;
* If you use archery targets, make sure you have one for each dwarf in the squad and assign each target to the squad.&lt;br /&gt;
* If you use live captured targets, you dwarves are most likely to shoot if they have no path to the target.&lt;br /&gt;
* Force your dwarves to stand next to fortifications (touching them). You can use burrows or walls for this.&lt;br /&gt;
* Every marksdwarf needs a quiver.&lt;br /&gt;
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad.&lt;br /&gt;
&lt;br /&gt;
==== Live targets ====&lt;br /&gt;
Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made. Sometimes, it might be necessary to send in meleedwarves to finish off a goblin. Therefore, place the lever to the bridge '''outside''' the shooting range as civilian dwarves will see the goblins and run away.  &lt;br /&gt;
  &lt;br /&gt;
 ╔═══════════╗    four z-levels up:&lt;br /&gt;
 ║***********║    ╔═╦═╦═╦═╦═╗&lt;br /&gt;
 ║*+*+*g*+*+*║    ║*║*║*║*║*║&lt;br /&gt;
 ║***********║    ║+║+║+║+║+║&lt;br /&gt;
 ║▼*********▼║    ║+++++++++║&lt;br /&gt;
 ║+++++++++++║    ║+++++++++║   &lt;br /&gt;
 ║+++++++++++║      &lt;br /&gt;
 ║+++++++++++║       ║D║&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║    Locked tunnel&lt;br /&gt;
 ║+++++++++++║     one z-level down&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║  ╔════╝D╚════╗&lt;br /&gt;
 ║***********║  ║+++++++++++║&lt;br /&gt;
 ║▼▼▼▼▼▼▼▼▼▼▼║  ║▲▲▲▲▲▲▲▲▲▲▲║&lt;br /&gt;
 ║++☺+++☺++☺+║  ╚═══════════╝&lt;br /&gt;
 ║+☺++☺++☺+++║   &lt;br /&gt;
 ║+++++++++++║   &lt;br /&gt;
 ╚════++═════╝&lt;br /&gt;
          ò   Lever to bridge&lt;br /&gt;
&lt;br /&gt;
==Squad management==&lt;br /&gt;
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element &amp;amp;mdash; [[losing|Fun happens]].&lt;br /&gt;
&lt;br /&gt;
=== Uniforms ===&lt;br /&gt;
&lt;br /&gt;
:''Note that these uniforms are designed to simply &amp;quot;work&amp;quot;, but they are not the best option. See the [[armor]] article for more about this.''&lt;br /&gt;
&lt;br /&gt;
Use the starter outfits in the armor article. They are maxed out protection for their material. If you ''know'' you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without a XXCave Spider Silk RobeXX leaving your military less protected.&lt;br /&gt;
&lt;br /&gt;
==== Starter Uniform ====&lt;br /&gt;
&lt;br /&gt;
# Leather shirts&lt;br /&gt;
# Leather trousers&lt;br /&gt;
# Leather gloves&lt;br /&gt;
# Leather caps&lt;br /&gt;
# Leather armor&lt;br /&gt;
# Leather low/high boots&lt;br /&gt;
# Bone gauntlets&lt;br /&gt;
# Bone helms&lt;br /&gt;
# Bone greaves&lt;br /&gt;
# Wooden shields&lt;br /&gt;
# Melee weapons (non-training) or Crossbows&lt;br /&gt;
&lt;br /&gt;
==== Basic Uniform ====&lt;br /&gt;
# Leather shirt&lt;br /&gt;
# Leather trousers&lt;br /&gt;
# Leather caps&lt;br /&gt;
# Leather hoods&lt;br /&gt;
# Leather gloves&lt;br /&gt;
# Leather mittens&lt;br /&gt;
# Leather shoes&lt;br /&gt;
# Cloaks (6)&lt;br /&gt;
# Socks&lt;br /&gt;
# Metal helm&lt;br /&gt;
# Metal mail armor&lt;br /&gt;
# Metal gauntlets&lt;br /&gt;
# Metal greaves&lt;br /&gt;
# Metal shield&lt;br /&gt;
# Metal melee weapon (non-training)&lt;br /&gt;
&lt;br /&gt;
You can order your dwarves to wear more than one piece of same type, typically you would want three suits of mail armor and six cloaks. The [[Armor]] article explains these possibilities in detail.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Note that sleeping on the floor also causes unhappy [[thought]]s; if floor sleeping is included in a military design, be sure to add counteracting thoughts.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous [[creature]]s (such as [[megabeast]]s), keep them far, far away until all your units are in position, and try to ambush the target in an area with no other creatures. If your dwarves get too close, they'll smell blood and charge in, regardless of what you do to try and stop them. Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
When under [[siege]] or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
[[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it.  Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themself.&lt;br /&gt;
 &lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Minozake</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Interface&amp;diff=125492</id>
		<title>v0.31:Interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Interface&amp;diff=125492"/>
		<updated>2010-08-14T08:24:46Z</updated>

		<summary type="html">&lt;p&gt;Minozake: Added instructions to view reports, just in case someone was like me and missed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress interface is made up of several different parts besides the main game area.&lt;br /&gt;
&lt;br /&gt;
[[Image:DFInterface.png|right|500px]]&lt;br /&gt;
&lt;br /&gt;
* A: [[Combat report|Combat, Hunting, and Sparring reports]].  Press {{k|r}} to view these reports.&lt;br /&gt;
* B: The game [[Menu]]&lt;br /&gt;
* C: The number of [[Idle dwarfs]]&lt;br /&gt;
* D: The [[z-level]] you are currently viewing.&lt;/div&gt;</summary>
		<author><name>Minozake</name></author>
	</entry>
</feed>