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40d:Embark
"Embark" is a general term that refers to the very beginning of the game, during or immediately following site selection but before actual game play begins. It is used to refer to any choices during that period - site selection, equipment or skills selected for your starting 7 dwarfs (or the "Play Now" option), and the actual "landing" on your new site, the 7 dwarfs and any animals around the wagon filled with supplies.
Examples -
- "I made a big mistake at embark when I forgot..."
- "I knew I was in trouble when I got attacked on embark..."
- "This is one of the choices you need(ed) to make at embark, before the game..."
- "After embark the first thing you want to do is..."
- "Once you've embarked, that's when the fun starts..."
"Embark options" can refer to
- choosing starting skills, equipment and supplies (aka Starting build),
- site selection, possibly using the <f>ind function to help locate an acceptable site for your fortress.
"Information at embark" can include:
- looking at the Wold and Regional map to view the general region you will be playing in
- looking at the Local map to confirm the presence of and note the location of important features of your game map, such as magma vents or rivers.
- using the f key to "find" a site to your liking
- using the tab key to view your:
(Need a quick list of Embark screen features, with links to full pages)
Before you unpause
A checklist of what to do before you actually start the game by unpausing to help make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable biomes and other dangerous sites.
- First thing, figure out where you're gonna dig your fortress. Look around, get a feel for what is visible, and what the terrain can do for (or to) you. Think about it while you do the rest, come back to it as you need to...
- Press u to check for the presence of hostile wild animals. (However, be aware that creatures can appear from off-map after the game has been going for a while.)
- Activate military if desired.
- Press c to check for the presence of other civilizations.
- In that same screen (units), center on a specific units and set their preferences, especially labor designations. (You can also view them from the map screen.)
- Make sure at least one dwarf has the carpenter labor designated to break down the wagon.
- Add any other unskilled labors you want active.
- If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.
- You can also give them custom titles or nicknames if you like.
- Press q and mark the wagon for removal.
- Press o for orders and options. Toggle to suit your preferences.
- Consider refuse orders
- Consider fishing/drinking zone options.
- Press i and designate a meeting area for animals and idle dwarves (or the wagon's location will be the default).
- Press n and reassign noble positions if desired.
- Press z and forbid the kitchen from cooking alcohol and plump helmets if desired.
- Press d to designate aProxy-Connection: keep-alive
Cache-Control: max-age=0
as for plant gathering, wood cutting, and/or stone smoothing if needed/desired. (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)
- Press d, then o to place traffic restrictions. Things to watch for: saplings, wild plants, dangerous shortcuts (like near magma or cave creatures). Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.
- Press p to create stockpiles for wild plants, wood, and/or refuse.
- build any workshops you feel that you need immediately.
- designate where your minProxy-Connection: keep-alive
Cache-Control: max-age=0
(s) will dig in first.
See also:
See Also: