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	<updated>2026-06-11T18:56:35Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sample_Starting_Builds&amp;diff=238885</id>
		<title>Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sample_Starting_Builds&amp;diff=238885"/>
		<updated>2019-01-04T00:29:56Z</updated>

		<summary type="html">&lt;p&gt;Tat45: /* ELLIOTTCABLE's Tweaking Band */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
This is a collection of '''starting builds''' (or embark setups) which individual players find useful and generally worth trying.&lt;br /&gt;
&lt;br /&gt;
These can be found in [[embark_profiles.txt]]. Each one begins with a [PROFILE] tag. To use a raw starting build, just copy the text and paste it at the end of the file.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Starter Pack ==&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Starter Pack includes a large number of basic embark profiles, including scenarios adapted from Masterwork mod.  If you don't want to download the whole pack, you can also find many of the profiles at http://pastebin.com/buqxbNqj&lt;br /&gt;
&lt;br /&gt;
== Nagidal's Allrounder ==&lt;br /&gt;
&lt;br /&gt;
Recommended for newbies who want to play a ''defensive'' embark on sites with ''mild conditions'' (warm or temperate [[climate]], easy access to drinking [[water]], [[tree]]s and [[stone]]). &lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
&lt;br /&gt;
According to the dwarves' [[attributes]] you assign:&lt;br /&gt;
&lt;br /&gt;
* 2 Proficient [[Miner]]s (high [[Attributes#Endurance|endurance]], high [[Attributes#Willpower|willpower]], good  [[Attributes#Kinesthetic_Sense|kinesthetic sense]])&lt;br /&gt;
* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance)&lt;br /&gt;
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]])&lt;br /&gt;
* 1 Proficient [[Grower]] (good [[Attributes#Agility|agility]])&lt;br /&gt;
* 1 Proficient [[Wood cutter]]&lt;br /&gt;
* 1 Proficient [[Carpenter]]&lt;br /&gt;
&lt;br /&gt;
Make one of five non-miners at least an adequate [[Appraiser]] (the one with good [[Attributes#Memory|memory]] or [[Attributes#Intuition|intuition]]).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Keep all the standard stuff, sell some [[splint]]s, [[crutch]]es and [[quiver]]s to buy a couple of [[cat]]s and a dog or two. (The cats will eat the [[vermin]] trying to eat your food supplies.) You can also sell one of the battle axes or the anvil to buy even more stock or some more [[drink]]s and [[food]] if you wish.&lt;br /&gt;
&lt;br /&gt;
Some dwarven [[civilization]]s start with a [[steel]] [[anvil]] rather than an [[iron]] one which will reduce the amount of points you can use for the dwarves' skills and items. In this case, sell the anvil and rely on [[merchant]]s bringing you one.&lt;br /&gt;
&lt;br /&gt;
=== First year roadmap ===&lt;br /&gt;
&lt;br /&gt;
We deliberately didn't take any [[cook]]s or [[brewer]]s. You can pick both from one of the first [[Immigration|migration waves]]. Also, we don't have any [[military]] to start with. The idea is that our mechanic and carpenter will build us many wooden cage [[trap]]s which will easily deal with the first [[ambush]]es, maybe even the first [[siege]]. Any useless migrants of the later waves will become our military.&lt;br /&gt;
&lt;br /&gt;
Your aims for the first year are: farming, traps, trade, healthcare (ordered by importance)&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
Start [[farming]] as soon as possible. Try to harvest the spring crop of your first year. Be careful not to produce too much food. Be sure to have some [[barrel]]s or [[large pot]]s reserved for drinks rather than stuffed with [[plump helmet]]s. Thirty tiles of farm plots are more than enough to start with. If you really want to farm more, try [[pig tail]]s and get the [[textile industry]] up and running once you have more dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Traps ====&lt;br /&gt;
Build a [[mechanic's workshop]] soon and let him churn out about 2–3 dozens of [[mechanism]]s. Your carpenter should produce roughly as much wooden cages before autumn. When you build traps, build them in a one tile wide meandring corridor—preferably outdoors. There should be no way around this corridor for the enemies. Use raising [[bridge]]s to direct the flow of all enemies heading for your fort's entrance through this trap corridor. Lower the bridges to allow your dwarves fast access to the fort's entrance bypassing the trap corridor. You should have at least ten traps up and ready by autumn. To deal with a [[siege]] in the later years without fighting you better have 40 of these traps ready.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
Make one of your first immigrants a [[Stone crafter|stone crafter]] and let him make stone crafts 24/7. You will need them as [[trade]] goods. Textile industry is also a good starter. If your farms produce enough pig tails, go for it and ship some fine socks to your mountain homes.&lt;br /&gt;
&lt;br /&gt;
==== Healthcare ====&lt;br /&gt;
Before you start thinking of having some military, build a [[well]] and a [[hospital]].&lt;br /&gt;
&lt;br /&gt;
== ELLIOTTCABLE's Twerking Band ==&lt;br /&gt;
{{User:ELLIOTTCABLE/Starting_build}}&lt;br /&gt;
&lt;br /&gt;
== Specialized builds ==&lt;br /&gt;
These builds are good for increasing efficiency, certain starting positions, or for starting [[megaprojects]] with minimal planning.&lt;br /&gt;
&lt;br /&gt;
=== All Miners ===&lt;br /&gt;
:[[DF2014:Embark profile repository#All miners|Download All Miners Embark Profile]]&lt;br /&gt;
Each dwarf also has some other vital skill as well.&lt;br /&gt;
Remember, you can make adjustments to this before you embark, if you feel inclined to. I added a few animals here, which you can change before embarking.&lt;br /&gt;
&lt;br /&gt;
'''Challenges'''&lt;br /&gt;
While 7 miners are useful for building a fort quickly, it definitely isn't a good idea for every fortress. This profile doesn't include any crafting labors, which are usually helpful as an initial source of income. Brewing is '''highly''' recommended, unless you have a source of fresh water.&lt;br /&gt;
&lt;br /&gt;
===Make your own weapons and tools===&lt;br /&gt;
{{Main|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
By eliminating the [[battle axe]]s, [[pick]]s, and other metal equipment from the starting build, and replacing them with the raw goods to [[make your own weapons]] on the spot, many points are saved. To illustrate, a [[steel]] battle axe is around 300 or 500 points; quite an expense. Iron is more affordable but still up there. But the only advantage a steel battle axe or pick has over a silver or copper one is in combat effectiveness, not wood chopping or mining. Bring a [[copper]] [[ore]] and some fuel, and that 300-point axe gets replaced with 16 points of raw ingredients.&lt;br /&gt;
&lt;br /&gt;
It is possible to take this strategy to the logical extreme and to bring only raw materials, this is known as a full minmax build, see below for that variation.&lt;br /&gt;
&lt;br /&gt;
===Minmax build===&lt;br /&gt;
:[[DF2014:Embark profile repository#Minmax|Download Minmax Embark Profile]]&lt;br /&gt;
&lt;br /&gt;
Taking the [[make your own weapons]] strategy to its logical extreme of removing picks and all the fancy things that are included in the default embark, the build below brings along one copper and one tin ore (enough for 8 bronze tools), some magma-safe rock to build a forge and furnaces (remember - no mining before you have a pick!), and some [[plump helmet]]s for immediate [[brewing]] and [[seed]]s+[[drink]]s.&lt;br /&gt;
&lt;br /&gt;
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] is only 3 points each at embark, as it is a basic &amp;quot;economic stone&amp;quot; rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.&lt;br /&gt;
&lt;br /&gt;
The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine.&lt;br /&gt;
&lt;br /&gt;
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.&lt;br /&gt;
&lt;br /&gt;
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dwarfs for a safer start===&lt;br /&gt;
This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarfs are able to do all important work and you can set up two squads. When new dwarfs arrive, remove hauling task (wood!) from your starting dwarfs (and all new important (crafting) dwarfs, so they do not run into ambushes, useless dwarfs can get fishing, to scout the outside. &lt;br /&gt;
&lt;br /&gt;
At the beginning, you can give the starting dwarfs all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs. &lt;br /&gt;
&lt;br /&gt;
Building a pen near your entrance with walls and a door (only passable for dwarfs) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).&lt;br /&gt;
&lt;br /&gt;
Dwarfs:&lt;br /&gt;
# Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)&lt;br /&gt;
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)&lt;br /&gt;
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)&lt;br /&gt;
# Diagnose 5 / Surgery Setting Bones, Suturing, Dressing Wounds  all 1 (your medical dwarf, has one free skill point)&lt;br /&gt;
# Mason 5 / Carpenter 5&lt;br /&gt;
# Mining 1 / Armor Use 5 / Dodging 4 (give him an axe and a squad and a leather armor, trouser and shield)&lt;br /&gt;
# Mining 1 / Armor Use 5 / Dodging 4 (give him a spear and a squad and a leather armor, trouser and shield)&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* copper axe,&lt;br /&gt;
* copper picks 2,&lt;br /&gt;
* seeds (all 6+)&lt;br /&gt;
* drinks (all 21+)&lt;br /&gt;
* meat and fish (cheap one with 1 stacks for free barrels)&lt;br /&gt;
* iron anvil&lt;br /&gt;
* leather (cheap, 20-40)&lt;br /&gt;
&lt;br /&gt;
Animals:&lt;br /&gt;
* 3 dogs (2 female, 1 male)&lt;br /&gt;
* 3-6 sheep (2-5 female, 1 male)&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Tat45</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Broker&amp;diff=238860</id>
		<title>Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Broker&amp;diff=238860"/>
		<updated>2019-01-03T04:55:13Z</updated>

		<summary type="html">&lt;p&gt;Tat45: /* Relevant skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:37, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| function=&lt;br /&gt;
* Valuation of items at Depot&lt;br /&gt;
* Visibility of item [[value]]s&lt;br /&gt;
* Display of fortress [[wealth]] on&amp;lt;br&amp;gt; {{k|z}}-[[status]] screen&lt;br /&gt;
* Reports [[wealth]] to attract [[Immigration|migrants]]&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Broker''' is a useful [[noble]] with no [[demand]]s or [[Noble#Needs|requirements]]. A broker has several duties in the running of an organised fortress.&lt;br /&gt;
&lt;br /&gt;
After you appointed a broker with the [[appraiser]] skill through the {{k|n}}oble-screen you can see fortress [[wealth]] and trade information in the [[status]] screen ({{k|z}}). (The exactness with which this can be seen is determined by the duties of the [[bookkeeper]].) Your broker's appraiser skill is also used to determine whether to display item values, in general and in the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
At the [[trade depot]], you can specify that only the broker may [[trade]] with visiting [[caravan]]s. The advantage of this is that the broker gains appraiser skill by opening the trade window for the first time, which allows the display of item values at the depot, and gains social skills by trading, which improves returns on your trading efforts. The disadvantage, however, is that convincing your broker to go to the trade depot in a timely manner can at times be frustratingly difficult. Once your broker has gained the appraiser skill and your fortress has plentiful trade goods, allowing other dwarves to trade will spread out the experience gains and ensure a prompt response. Your traders also use the [[judge of intent]] skill to see how merchants [[Trade#Merchant_mood|react]] to trade offers.&lt;br /&gt;
&lt;br /&gt;
==Relevant skills==&lt;br /&gt;
Of the social skills, those in bold are known to change the effectiveness of a Broker:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''[[Judge of Intent]]''' &lt;br /&gt;
| Liar&lt;br /&gt;
| Conversationalist&lt;br /&gt;
| Intimidator&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Appraiser]]'''&lt;br /&gt;
| Comedian&lt;br /&gt;
| Persuader&lt;br /&gt;
| Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| Negotiator&lt;br /&gt;
| Flatterer&lt;br /&gt;
| Consoler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When selecting a broker, all of the above skills will appear as relevant, but since the broker's actions are entirely controlled by the player, they are not known to affect the broker's job. It is possible that some skills change the way that the merchants respond to your actions, such as Negotiator extending the patience of the merchants when making counteroffers. {{verify}}&lt;br /&gt;
&lt;br /&gt;
The broker gains some experience in each of the skills (except Appraiser, after one trade) for each successful trade. The Appraiser skill will rocket from Dabbling to Legendary after just one trade of very high-value items on your end—say, a dozen barrels of masterfully prepared roasts—even if the trade is for a single plump helmet. The other skills, however, increase ''very'' slowly, and in normal play will raise perhaps one or two skill levels through the years; to reach Legendary requires over a thousand successful trades. If you find yourself wanting such a broker, setting up a [[macro]] to trade individual worn-out clothes for individual food items (as well as coins, bolts, and anything in a stack) is the fastest method to train these skills. Note that, once Legendary, having such high social skills means your broker is very likely to be elected [[mayor]] as well.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BROKER]&lt;br /&gt;
	[NAME:broker:brokers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:TRADE]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:170]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Tat45</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238859</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238859"/>
		<updated>2019-01-03T04:54:11Z</updated>

		<summary type="html">&lt;p&gt;Tat45: No more stuff. :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;/div&gt;</summary>
		<author><name>Tat45</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238858</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238858"/>
		<updated>2019-01-03T04:53:52Z</updated>

		<summary type="html">&lt;p&gt;Tat45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
&lt;br /&gt;
Stuff and things. Also stuff. More stuff. And even more stuff. So much more, in fact, that you are buried by it.&lt;/div&gt;</summary>
		<author><name>Tat45</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238857</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238857"/>
		<updated>2019-01-03T04:53:26Z</updated>

		<summary type="html">&lt;p&gt;Tat45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
&lt;br /&gt;
Stuff and things. Also stuff. More stuff. And even more stuff.&lt;/div&gt;</summary>
		<author><name>Tat45</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238856</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=238856"/>
		<updated>2019-01-03T04:53:03Z</updated>

		<summary type="html">&lt;p&gt;Tat45: &lt;/p&gt;
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&lt;div&gt;{{sandbox}}&lt;br /&gt;
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The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
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==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
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==Metamorphic layers==&lt;br /&gt;
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The following types of metamorphic stone form layers:&lt;br /&gt;
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{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
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==Stone found in metamorphic layers==&lt;br /&gt;
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The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
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{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
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==Gems found in metamorphic layers==&lt;br /&gt;
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Metamorphic layers may yield the following types of gem:&lt;br /&gt;
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{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
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&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
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Stuff and things. Also stuff.&lt;/div&gt;</summary>
		<author><name>Tat45</name></author>
	</entry>
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