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Difference between revisions of "40d:Your first fortress"
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Suggested items you should take along: | Suggested items you should take along: | ||
* Two copper [[pickaxe]]s. The material doesn't affect mining speed. <!-- 40 --> | * Two copper [[pickaxe]]s. The material doesn't affect mining speed. <!-- 40 --> | ||
− | * A [[ | + | * A [[battle axe]], for woodcutting. Drafting the woodcutter in an emergency also gives your woodcutter the ability to defend your fortress against wild animals. <!-- 300 --> |
* Two [[dog]]s. Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be trained into more powerful war dogs. <!-- 32 --> | * Two [[dog]]s. Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be trained into more powerful war dogs. <!-- 32 --> | ||
* [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. | * [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. |
Revision as of 06:00, 3 November 2007
This is a guide to help new players get started on their first fortress, and teach them the basics of keeping their dwarves alive. Above all else, always remember the Dwarf Fortress motto: "Losing is fun!"
Setting up
Try to pick a location that has trees and a river, brook or stream running through it. Avoid areas with extreme temperatures, and areas with the sinister/haunted/terrifying descriptions.
A good suggestion for your starting dwarves' skills (all skills are Proficient):
- Miner/Mason
- Miner/Mason
- Woodcutter/Carpenter
- Grower/Herbalist
- Mechanic/Building designer
- Fisherdwarf/Fish cleaner
You can change these around however you like. Many players would prefer a weaponsmith/armorsmith to the fisherdwarf, for example.
Suggested items you should take along:
- Two copper pickaxes. The material doesn't affect mining speed.
- A battle axe, for woodcutting. Drafting the woodcutter in an emergency also gives your woodcutter the ability to defend your fortress against wild animals.
- Two dogs. Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be trained into more powerful war dogs.
- Cats kill vermin, preventing unhappy thoughts, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of miasma; bringing cats is a matter of preference, but not recommended for novices.
- 100 pieces of any variety of meat worth 2 points apiece.
- 100 drinks of alcohol, which will be stored in 20 barrels free of charge.
- 25 plump helmet spawn.
- 10 pig tail seeds.
- 10 rock nuts, which are the most difficult crop to use but the one that gives the most food, bar cheating.
- Whatever else you feel like using any leftover points. The anvil is not recommended, as it costs 1000 points (=500 meat, 63 dogs, 333 logs, or etc) and the dwarven caravan will bring an anvil in the first autumn (if you request an anvil in the request screen, they'll bring more in other autumns).
Beginning the Fortress
When you reach the site of your new fortress, the first things you want to do are:
- Dig secure lodgings.
- Set up basic workshops.
- Set up a dining room and a bedroom.
- Set up a farm.
- Set up stockpiles.
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!
- First off, pause the game by pressing space. You can do this at any time to figure out what's going on at your leisure.
- To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the SHIFT key. To view different elevations, or "Z-levels," use the < and > keys (SHIFT + , or ..)
- To examine the contents of a square, press k and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press F1 to center the camera back on the starting position. (Check out more information on hotkeys such as this.)
- You need to know how to change what jobs your dwarves will do. Press v and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's preferences, then the labor submenu, and scroll the list with + and -. The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are.
- To start digging out your fortress, press d to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create stairs and ramps, and various other things. Press d again to make sure you're creating digging designations, then press enter to start marking where to dig.
- Start digging out a room as the start of your fortress. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you should dig downward using stairs or ramps until you find rock, and mine the room out of that. You'll need the rock for construction.
- To dig down with stairs, designate a "downwards stairway" on the surface, then move the view down one level (>) and designate either an "upwards stairway" or an "up/down stairway" on the tile directly beneath the downwards stairs. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.
- Outdoors by the wagon, create a refuse stockpile, a wood stockpile, a furniture stockpile, and a food stockpile to get your supplies out of the wagon and keep the food from rotting. To make a stockpile, press p, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.
- Disassemble the wagon for wood by pressing q, moving the cursor over the wagon and pressing x. Your carpenter should then disassemble it into 3 logs.
- Create a Mason's Workshop, a Carpenter's Workshop, and a Mechanic's Workshop with the stones your miners should be producing as they dig tunnels through the rock. To build things, press b, then for workshops, press w. Scroll to the type you want with + and - and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. NOTE: If the stone available to you has some economic value, such as limestone or marble, you must press z to open the general status screen, go to the Stones submenu, then find the stone type in the list and press enter to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.
- Your fisherdwarf has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a fishery to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with q, press a, select "Process Raw Fish" and press enter. Then press r to make that order repeat until it runs out of fish to process.
- At the Mason's Workshop, order a door by selecting the workshop with q, pressing a, then scrolling to "door" on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are beds, buckets, bins, barrels, and charcoal for fueling your forges.
- Once the door is finished, place the door in the entrance of your fort by pressing build, then door, then selecting the space you want it to go in and pressing enter. If trouble shows up, you can lock the door by pressing q, highlighting it and pressing l once. Pressing it again unlocks it.
- At the Carpenter's Workshop, first order a bed and a bucket to be made out of some of your wagon wood.
- Once the bed is complete, build it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with q, pressing r and using the + and - keys to cover the area of the hall, pressing enter, then pressing b to make it a barracks. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.
- You should designate some trees to be cut down for more logs. Press d, then t. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.
- To build some traps to defend your front door, order some mechanisms to be built at the Mechanic's Workshop. After they are made, go to the build menu, and select the "Traps/Levers" category using + and -. Select the stone-fall trap, select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.
- Mine a new room that will be used as a dining hall, and build four or five stone tables and stone thrones for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with q and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.
- Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.
- You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press q, highlight the workshop, then press x.
- Next you'll set up farming. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of soil covering the rock, you can carve out a farm room inside the soil and start farming without having to irrigate the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on irrigation.
- Once you have suitable ground for planting, go to the build menu, find "Farm Plot" or press p, then use the u m h k keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.
- Now that the field is ready, select it with q, and set the crop you want to be grown on it. You have to set this manually for each season. Press a for spring, b for summer, c for fall, and d for winter. Not every crop can be grown in every season, although plump helmets can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.
What Next?
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.
Here's some ideas for what to do next:
- Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.
- Build a craftdwarf's workshop and start making some trade goods.
- Build a trade depot so that merchants can come and trade with you.
- Set up a still to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.
- Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.
- Use zones to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.
- Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.
- Start making bins and barrels to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.
- Set up an indoor refuse stockpile so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.