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Difference between revisions of "Quickstart guide"

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:''For installation instructions, see [[Installation]].''
 
:''For installation instructions, see [[Installation]].''
:''This is a quickstart guide for [[Dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.''
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:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''
:''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''
 
 
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''
 
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
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{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide – it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}
{{TipBox2|float=right|titlebg=#0cb|Feedback|
 
If you have any feedback on this guide, please see the instructions in the [[#Feedback|feedback section]].
 
}}
 
  
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.
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So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like - it's a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that doing this is not as hard as you might think.
  
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the rest of the wiki while reading this.
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[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]
 
 
 
 
[[File:FlowchartDF.png|thumb|500px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]
 
  
 
__TOC__
 
__TOC__
  
 
= Common UI Concepts =
 
= Common UI Concepts =
 
 
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}
 
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}
  
Contrary to what you might be used to, the Dwarf Fortress interface uses a combination of key presses instead of clicking through menus with the mouse. So for example, instead of clicking on the Build menu, then on the Workshop submenu and finally on the specific workshop, you press {{k|b}}-{{k|w}}-{{k|c}}. All the keys you can use in a menu are always shown on the screen somewhere.
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This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].
 
{{KeyConventions}}
 
{{KeyConventions}}
  
 
== Options menu ==
 
== Options menu ==
{{main|Dwarf_fortress_mode#Options_Screen|l1=Options screen}}
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{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}
  
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen. There are usually seven available options:
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Basic game-related tasks (saving, quitting, settings, etc.) are available on the options menu, which can be reached with {{Menu icon|Esc}} from the main screen. {{K|Esc}} again or {{K|right click}} will close the menu. This menu also shows the current or previous music track.
* Return to Game: Exits the options menu (shortcut {{k|Esc}}).
 
* Save Game: Saves the game, unloads the fortress, and returns to the main menu. There is no "save and continue" option, but saves can be [[saved game folder|backed up and reloaded]].
 
* Key Bindings: Allows you to change the keys that trigger nearly any function in the game. This can appear extremely confusing to use, but it is fairly simple to navigate through (as it uses the standard arrow keys, {{k|Esc}} and {{k|Enter}}). Changing keys for menus is probably a bad idea, since this guide assumes the default keybindings — however, it may occasionally be useful to change navigation keybindings on some laptops (for example, changing menus to use {{k|{{=}}}} instead of {{k|+}}).
 
* Export Local Image: Saves full-size images of your fortress.
 
* Music and Sound: Controls for volume adjustment.
 
* Retire the Fortress (for the time being): {{tc|#d00|Do not select this option unless you know what you are doing!}} It retires the fortress from your control and gives control to the normal world updating process. You can later reclaim the fortress but it may not be as you left it.
 
* Abandon the Fortress to Ruin: {{tc|#d00|Do not select this option unless you know what you are doing!}} It will end your fortress permanently and return to the main menu (all progress in your fortress will be lost). Your fort and most items will remain, however, so this can be useful in extreme circumstances (e.g. when you know your fortress is doomed and want to start again) – see [[abandon]] for more information.
 
  
Notably lacking is an "exit without save" option. Players who wish to quit and leave their previous save unchanged may manually kill the Dwarf Fortress process using the "die" command in [[Utility:DFHack|DFHack]], the Windows Task Manager (you might then have to end the process dumprep.exe), or the Unix "kill" command (on some systems, {{k|ctrl}}-{{k|\}} in the terminal running DF accomplishes the same thing). '''Do not''' attempt this while saving, as your save folder '''will''' become corrupted. Alternatively, you can make a copy of your region folder in the (DF)/data/save folder (e.g. "regionXX") ''before saving'', save the game normally, remove the "regionXX" folder and rename the copy.
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For more information see [[Saved_game_folder#Saving|Saving]], [[Reclaim fortress mode]], and [[Settings]].
  
 
=World Generation=
 
=World Generation=
 
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First, [[World generation|create a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no "default" or "standard" world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.
The first thing you will need to do is [[World generation|generate a new world]]. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no "default" or "standard" world.
 
 
 
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated or the world's history is set to Long or Very Long.
 
 
 
A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. Instead, wait until the game shows that the world has been generated.
 
 
 
  
 
{{TipBox2|titlebg=#00a|Starting World|
 
{{TipBox2|titlebg=#00a|Starting World|
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:
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For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:
  
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}
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* {{DFtext|World map size}} at {{DFtext|Medium|3:1}}
  
* {{DFtext|History}} is {{DFtext|Short|3:1}}
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* {{DFtext|History length}} at {{DFtext|100 years|3:1}}
  
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}
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* {{DFtext|Number of Civilizations}} at {{DFtext|Medium|3:1}}
  
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}
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* {{DFtext|Number of Sites}} at {{DFtext|Medium|3:1}}
  
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}
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* {{DFtext|Number of Beasts}} at {{DFtext|Low|3:1}}
  
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}
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* {{DFtext|Natural Savagery}} at {{DFtext|Very Low|3:1}}
  
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}
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* {{DFtext|Mineral Occurrence}} at {{DFtext|Everywhere|3:1}}
 
 
This should help to avoid difficulties. Note that you don't need to understand what's happening during world generation at this point. You will have an opportunity to inspect the world closer during embark.
 
 
}}
 
}}
 +
When it's finished choose {{DFtext|Play now}}, the game will save the world and then ask for a game type, choose {{DFtext|Fortress}}. The game will then quickly simulate two weeks of world activity and then offer a tutorial.
  
= Pre-Embark =
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=Tutorial=
 +
The in game tutorial is quite good and it is strongly suggested that new players play through it at least once. It will automatically choose a site for the fortress as well as dwarves and supplies. It will then show you how to use the [[interface]] to strike the earth and get started on your fortress. If a tutorial window is covering a part of the interface you are trying to use, you can roll up the window with the {{K|^}} button. You can replay any part of the tutorial at any time by pressing the {{K|?}} button next the minimap; this also provides a list of non-interactive guides on many parts of the game.
  
:''Also see: [[Embark]]''
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= Embark =
 +
{{main|Embark}}
 +
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. If you choose to {{DFtext|Start tutorial|7:2:1}} the game will do it all for you, flashing the location of the site it chose, then skipping straight to your arrival there. It is the quickest way to start.
  
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way.
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If you choose {{DFtext|Skip tutorial|7:4:1}}, you'll get some good advice not to ignore any warnings about the site. You can then look around by pointing at locations to see details, zoom in with {{k|left click}}, and zoom out with {{k|right click}} (if any menu is open right click closes it instead.) However, the quickest way to find your own site is by clicking {{DFtext|Find embark location}} (available when the map is zoomed out).
 
 
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}. The game will go through a few screens doing various world loading and updating activities. Then it will show the "Choose Fortress Location" screen.
 
 
 
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area there will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square is what will become your play area after you embark (This means that you cannot do or see anything outside of this area during your game). Use {{k|}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.
 
  
 
== Choosing a Good Site ==
 
== Choosing a Good Site ==
 +
Choosing a decent embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage.
  
Choosing a good embark site is crucial for beginners. (Very) highly skilled players can create a functional fortress on an evil glacier, but for now, let's stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage.  
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{{ambox
 +
|type=type
 +
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in a potential site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.
 +
}}
  
  
{{TipBox2|titlebg=#00a|Starting Site|  
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{{TipBox2|titlebg=#00a|Starting Site|
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]
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[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]
 
For your first game, find a site with the following properties:
 
For your first game, find a site with the following properties:
*'''NO [[Aquifer]]''' (This is '''''very''''' important!)
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*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)
*'''Trees:''' Forested or Heavily Forested (or, at the very least, sparsely forested)
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*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)
 
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.
 
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.
 
*A '''River'''
 
*A '''River'''
The following are also good to have, but focus on getting a decent site, not a perfect one.  
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The following are also good to have, but focus on getting a decent site, not a perfect one.
*'''Temperature:''' Warm
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*'''[[Climate|Temperature]]:''' Warm or Temperate
*'''Clay or Soil''' makes farming easier when starting out
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*'''Clay, Sand, or Soil''' makes farming easier when starting out, also can enable pottery or glass
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)
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*'''Flux stone layer''' For a steel industry
*'''Deep Metal(s)'''
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*Avoid sites containing '''towers''', '''goblins''', or other groups at war with you.
*'''Flux Stone''' For your steel industry
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*The site should be on the same land mass as an active dwarven civilization.
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''' or '''goblins''' or groups at war with you.
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See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}
  
You may want to use the {{K|f}}ind tool to help you find a site. You may find it easier to put only some of the criteria into the tool (at the very least, No Aquifer). Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map.  
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[[File:Quickstart-finder-v50.png|thumb|upright|right|Initial suggested finder criteria]]
 +
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help. (Different buttons are shown with the map zoomed out or in; left-click will zoom in on the map, right-click will close an open menu or zoom out.)
  
'''Notes about the find tool:'''
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Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region with a match will be indicated by a green rectangle or {{DFtext|X|2:1}}s on the map, or close partial matches by a yellow rectangle or red {{DFtext|X|5:1}}s. Clicking on one of those will zoom in to show the actual sites in much the same way (partial matches are instead yellow {{DFtext|X|7:1}}s in ASCII mode). On the zoomed in map, existing sites will be shown as red rectangles or {{DFtext|░|5:1}}s; or white rectangles or magenta {{DFtext|░|6:0}}s for sites of the currently selected dwarven civilization if that list is open.
  
"Calm" is classified as Neutral, Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why). The find tool will also only indicate a ''general area'' containing suitable sites, so you will still need to check the attributes manually by moving between flashing regions on the world and region maps (with the arrow keys or numpad) '''and''' by moving around on the local map (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site.
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The {{DFtext|Choose origin civilization}} button on the zoomed out map shows a list of the dwarven civilizations on this world. Selecting one will center the map on their capital with a blue outline on each of their sites (no outline in ASCII mode), and show population and site counts.
  
The find tool may take a few minutes to run. When it's done, '''press {{K|ESC}} to look at the results'''. If the world map is just covered with red flashing Xs, it means that it couldn't find an area matching your criteria. Try again with different criteria, or make a new world. What you want to see are some flashing green Xs, which are areas that match your criteria. As you move your yellow X over those suggested sites, the info bar on the right will tell you what features are present in that general area, such as sand, soil, minerals, an aquifer, etc.  Choose the one that looks best to you!
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Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4×4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.
  
Your highlighted embark site - the moveable rectangle shown on the leftmost map - may contain '''multiple biomes'''. If so be sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}, depending on your settings). Each may have significantly different characteristics. Note that occasionally a site with multiple biomes may contain an aquifer which ''isn't shown in the info bar'' due to it not being in the predominant biome (the one visible with {{k|F1}}). If your site has multiple biomes, it is '''very important''' to check all of them to avoid surprises like this.
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Possible causes of partial matches include:
 +
* "Calm" surroundings can be rare, you can try "Wilderness" instead.
 +
* "≤ Deep" doesn't include "very deep" soil{{bug|12171}}, you can try "N/A" but make sure at least part of the site has some (it should since clay and sand count).
 +
* "No" Aquifer (either type) means in the entire embark area; but even if some tiles have one, others might not. If you do embark at such a site, remember which tiles don't so you can dig down there.
  
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the standard) is usually reasonable, but you may want to decrease the size to avoid an undesirable biome (or if your computer [[Maximizing framerate|can't handle]] a 4x4 embark). 
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You don't need a perfect site, but if you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.
 
 
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}
 
 
 
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.
 
  
 
== Skills and Equipment ==
 
== Skills and Equipment ==
 
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.
 
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.
And preparing carefully makes little difference in the long run especially without experience what to change.}}
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And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}
 
 
 
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:
 
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:
 
*{{DFtext|Play Now!}}
 
*{{DFtext|Play Now!}}
 
*{{DFtext|Prepare for the journey carefully}}.
 
*{{DFtext|Prepare for the journey carefully}}.
 
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In addition, settings are also displayed on the right-hand side.
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.
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Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.
 
{{clear}}
 
{{clear}}
  
 
=A Minimal Fortress=
 
=A Minimal Fortress=
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]
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[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]
 +
 
 +
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.
  
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.
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==Getting your bearings==
 +
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. You can zoom in and out with {{k|Ctrl}}-scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.
  
==Surveying the Area==
+
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|<}} and {{K|>}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). The Mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.)
 
  
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.
+
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.
  
Remember that this is more of a simulation than a game.  It is not "play balanced", and you can very easily find yourself in impossible situations. That is all part of the [[fun]] because even when you lose, you create an interesting story.
+
On the left, there are buttons for various message logs.
  
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).
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Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).
  
 
==Controlling Your Dwarves==
 
==Controlling Your Dwarves==
 
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do.  
 
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do.  
  
Some tasks receive a higher priority. For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a [[pick]] then the mining will never get done, and the game will not always advise you of why.
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Some tasks receive a higher priority. For example, if a dwarf needs to eat, then they will go eat, and only get around to digging a tunnel once they are done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of their allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.
  
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.
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So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.
  
===Stout Labor===
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===Labor and work details===
{{TipBox2|float=right|titlebg=#0a0|Keybindings|
 
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key. Fortunately, this is easy to change by modifying your [[key binding]]s:
 
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}
 
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}
 
# Press {{k|1==}} and select either option that appears. (Technically, you can choose any key you like at this point. However, {{k|1==}} (equals) is probably a good choice, since it's next to {{k|-}} and isn't used for anything else in menus.)
 
# Scroll down, select {{DFtext|By letter: +}}, and press {{k|Backspace}} (or {{k|Delete}}, depending on your keyboard)
 
# Press {{k|Esc}} and select {{DFtext|Save and exit}}
 
You can now use {{k|1==}} instead of {{k|+}} to scroll these types of menus (including the labors menu), which can be significantly easier than using {{k|+}} on certain keyboards.
 
}}
 
 
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=
 
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems):  
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You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows and most Linux systems):  
 
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.
 
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.
* '''[[Utility:DFHack|DFHack]]''' includes "Dwarf Manipulator", a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.
 
 
}}
 
}}
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{{Main|Labor}}
  
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.
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'''Labors''' are how you control what types of tasks a dwarf is allowed to do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.
  
When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.
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Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.
  
Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.
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Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to "everybody does this" to allow any idle dwarf to pick up the job.
  
Look over your dwarves' assigned [[labor]]s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for "preferences: labors". You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}.
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'''While you're here''', set the Hunters and Fisherdwarves work details to "nobody does this." Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).
  
After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for "zoom to creature" and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)
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Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.
  
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:
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As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.
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The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Category
 
! Category
 
! Labor
 
! Labor
! Dwarves Assigned
 
|-
 
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more
 
|-
 
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more
 
|-
 
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)
 
|-
 
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more
 
 
|-
 
|-
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more
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| Farming/Related || Wood Burning
 
|-
 
|-
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)
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| Metalsmithing || Furnace Operating
 
|-
 
|-
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more
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| Metalsmithing || Armoring
 
|-
 
|-
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more
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| Metalsmithing || Weaponsmithing
 
|-
 
|-
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more
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| Metalsmithing || Blacksmithing
 
|-
 
|-
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more
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| Metalsmithing || Metalcrafting
 
|-
 
|-
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more
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| Jewelry || Gem Cutting
|-
 
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more
 
 
|}
 
|}
 
It's important to disable fishing and hunting until you have your initial fort completed &mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).
 
 
Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.
 
  
 
==Strike The Earth!==
 
==Strike The Earth!==
 
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|
 
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|
 
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?
 
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''
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*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{Menu icon|z|sep=-}} and click "Meeting Area". Draw a rectangle to create a meeting area, then click "Accept". ''See also the [[zone]] page for more information.''
 
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}
 
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.}}
 
 
 
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.
 
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.
  
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:
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The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{Menu icon|m|sep=-}}. There are multiple methods of digging:
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).
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* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).
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* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).
  
 
To designate an area for digging:
 
To designate an area for digging:
#Hit {{K|d}} to bring up the [[Designations Menu]].
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#Hit {{K|m}} to bring up the digging orders menu.
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)
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#Hit {{K|m}} to mine or {{k|u}} to channel (see above)
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.
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#Draw a rectangular square that you want to dig out.
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.
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#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.
  
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide.
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[[File:DFwikiDigChannelDifference.png|225px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]
 
 
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]