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Editing 23a:Starting build

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If you don't want to pay points for a skill now, but still want the job done, just assign that job to a dwarf once the game starts by hitting {{k|v}}, moving the cursor over the dwarf, hitting {{k|p}} -> {{k|l}}, and using {{k|+}}/{{k|-}}/{{k|*}}/{{k|/}} to scroll through the labor (skills) list, and {{k|Enter}} to turn jobs on and off.
 
If you don't want to pay points for a skill now, but still want the job done, just assign that job to a dwarf once the game starts by hitting {{k|v}}, moving the cursor over the dwarf, hitting {{k|p}} -> {{k|l}}, and using {{k|+}}/{{k|-}}/{{k|*}}/{{k|/}} to scroll through the labor (skills) list, and {{k|Enter}} to turn jobs on and off.
  
'''Hints''': You will want to remove the various hauling tasks from your miners, or else they'll frequently break off digging to haul some food or wood. If you're running out of food early in the game, assign a few dwarves to [[fishing]] and build a [[Fishery]] using the [[fish cleaning]] skill -- your Growers are ideal for this, as they can't do their job until your farms are up and running.
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'''Hints''': You will want to remove the various hauling tasks from your miners, or else they'll frequently break off digging to haul some food or wood. If you're running out of food early in the game, assign a few dwarves to {{L|fishing}} and build a {{L|Fishery}} using the {{L|fish cleaning}} skill -- your Growers are ideal for this, as they can't do their job until your farms are up and running.
  
 
==Equipment screen==
 
==Equipment screen==
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* 6+ Dwarven Beer
 
* 6+ Dwarven Beer
 
* 6+ Dwarven Ale
 
* 6+ Dwarven Ale
* 1 Dimple cup spawn (optional - you can always harvest dimple cups from the [[cave river]])
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* 1 Dimple cup spawn (optional - you can always harvest dimple cups from the {{L|cave river}})
 
* 2+ Dogs (if more than two, get an odd number)
 
* 2+ Dogs (if more than two, get an odd number)
 
* 1 Cat (optional)  
 
* 1 Cat (optional)  
  
This is, by no means, the be-all and end-all of equipment lists. But the majority of the builds below use two miners and one woodcutter (thus, two picks and one axe), a supply of initial food, seeds for once the planting begins (mostly plump helmet), a supply of booze to keep the dwarves happy until brewing is properly started, and some dogs (and often cats). Cats kill vermin (which make dwarves unhappy, and eat unbarreled food), but aren't actually necessary to a fortress, and eventually, some immigrant will bring a cat or two. Dogs are highly useful: they can be trained into war dogs at a [[kennel]], and act as the first line of defense in your fortress. You won't care (much) when "one more war dog" dies in your defense, but losing dwarves is a larger blow. The gender of pets alternates with each pet brought, so you are guaranteed to get breeding pairs if you buy more than one. Pets breed moderately quickly, but bringing extra dogs will allow you to have a good defense earlier.
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This is, by no means, the be-all and end-all of equipment lists. But the majority of the builds below use two miners and one woodcutter (thus, two picks and one axe), a supply of initial food, seeds for once the planting begins (mostly plump helmet), a supply of booze to keep the dwarves happy until brewing is properly started, and some dogs (and often cats). Cats kill vermin (which make dwarves unhappy, and eat unbarreled food), but aren't actually necessary to a fortress, and eventually, some immigrant will bring a cat or two. Dogs are highly useful: they can be trained into war dogs at a {{L|kennel}}, and act as the first line of defense in your fortress. You won't care (much) when "one more war dog" dies in your defense, but losing dwarves is a larger blow. The gender of pets alternates with each pet brought, so you are guaranteed to get breeding pairs if you buy more than one. Pets breed moderately quickly, but bringing extra dogs will allow you to have a good defense earlier.
  
Note that each type of meat comes in its own barrel, and every 5 booze comes in a barrel, so a variety of meats, and having 1, 6, or 11 of each type of booze, will maximize the number of barrels you get. Turtle is cheap and leaves behind both [[bone]] and [[shell]] when eaten, great for making crafts, armor, or arrows. Be sure to save some of the shell for [[strange mood]]s. Barrels are used to stack food in a food stockpile; food outside of a barrel will not rot, but it can be eaten by vermin, and you will eventually have very large amounts of food, requiring either a large storage area or a good supply of barrels and a smaller storage area. Barrels are also vital in producing booze, which makes dwarves work faster.
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Note that each type of meat comes in its own barrel, and every 5 booze comes in a barrel, so a variety of meats, and having 1, 6, or 11 of each type of booze, will maximize the number of barrels you get. Turtle is cheap and leaves behind both {{L|bone}} and {{L|shell}} when eaten, great for making crafts, armor, or arrows. Be sure to save some of the shell for {{L|strange mood}}s. Barrels are used to stack food in a food stockpile; food outside of a barrel will not rot, but it can be eaten by vermin, and you will eventually have very large amounts of food, requiring either a large storage area or a good supply of barrels and a smaller storage area. Barrels are also vital in producing booze, which makes dwarves work faster.
  
Plump helmets are the primary seed because they grow quickly and do not need to be cooked in order to be eaten. The other seeds guarantee that you have the seeds on hand when you decide to expand your farming to other crops. Dimple cups are only used in [[dyeing]] clothing, and are included only for entertainment.
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Plump helmets are the primary seed because they grow quickly and do not need to be cooked in order to be eaten. The other seeds guarantee that you have the seeds on hand when you decide to expand your farming to other crops. Dimple cups are only used in {{L|dyeing}} clothing, and are included only for entertainment.
  
 
One side effect of taking a lot of items is that you will get more wagons for all the stuff you bring -- if you have a lot of items, you'll get more than one wagon to start with. Wagons themselves are useless, but you can break them up for 3 wood each. This can help a lot in an area without trees. Also, each wagon comes with one mule and one horse -- mules can be butchered immediately for food, and horses, if you have at least two, can be left to breed for a steady supply of meat and leather. The number of wagons is determined by the size of your items: each wagon has 400 units of storage space, and (for instance), a plump helmet, a unit of meat or a unit of drink is size 10, while a seed or a ring is size 1. Some items that would logically be very large (such as copper cages) are in fact not, however. The most cost-effective way to raise the number of wagons you get is to buy more cheap food and drink, however, barrels and bags that may be included free with your foodstuffs do not count for any size at all.
 
One side effect of taking a lot of items is that you will get more wagons for all the stuff you bring -- if you have a lot of items, you'll get more than one wagon to start with. Wagons themselves are useless, but you can break them up for 3 wood each. This can help a lot in an area without trees. Also, each wagon comes with one mule and one horse -- mules can be butchered immediately for food, and horses, if you have at least two, can be left to breed for a steady supply of meat and leather. The number of wagons is determined by the size of your items: each wagon has 400 units of storage space, and (for instance), a plump helmet, a unit of meat or a unit of drink is size 10, while a seed or a ring is size 1. Some items that would logically be very large (such as copper cages) are in fact not, however. The most cost-effective way to raise the number of wagons you get is to buy more cheap food and drink, however, barrels and bags that may be included free with your foodstuffs do not count for any size at all.
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* Contact: Dwarves, Elves, Goblins, Humans  
 
* Contact: Dwarves, Elves, Goblins, Humans  
  
Sticking to temperate regions will keep you away from maps with potentially-dangerous tropical animals (including dreaded [[elephant]]s). Cold (but not freezing) climates are also fairly safe. Heavily Forested maps offer a nearly-unlimited supply of wood, and thick vegetation offers a good supply of outdoor shrubs which you may wish to use to supplement your food supplies. "Calm" locations tend to be free of predatory wildlife and potentially-dangerous mythical creatures. For additional details about surroundings, see [[Creatures#Threat Matrix|here]]. You will want contact with all of the races; the goblins are unavoidable, and the other races will send useful trade caravans.
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Sticking to temperate regions will keep you away from maps with potentially-dangerous tropical animals (including dreaded {{L|elephant}}s). Cold (but not freezing) climates are also fairly safe. Heavily Forested maps offer a nearly-unlimited supply of wood, and thick vegetation offers a good supply of outdoor shrubs which you may wish to use to supplement your food supplies. "Calm" locations tend to be free of predatory wildlife and potentially-dangerous mythical creatures. For additional details about surroundings, see {{L|Creatures#Threat Matrix|here}}. You will want contact with all of the races; the goblins are unavoidable, and the other races will send useful trade caravans.
  
 
==Sample builds and build strategies==
 
==Sample builds and build strategies==
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=====Skills and roles=====
 
=====Skills and roles=====
  
Two proficient miners will allow you to rapidly dig out a sizeable fortress. If you have them dig non-stop, they should reach [[legendary]] skill level by the time winter hits. Two proficient growers can grow enough food to support dozens of dwarves. The mason will create [[floodgate]]s, [[table]]s, [[chair]]s, [[door]]s, [[bridge]]s to span the [[river]] and [[chasm]], and other structures.
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Two proficient miners will allow you to rapidly dig out a sizeable fortress. If you have them dig non-stop, they should reach {{L|legendary}} skill level by the time winter hits. Two proficient growers can grow enough food to support dozens of dwarves. The mason will create {{L|floodgate}}s, {{L|table}}s, {{L|chair}}s, {{L|door}}s, {{L|bridge}}s to span the {{L|river}} and {{L|chasm}}, and other structures.
  
The mechanic/crafter will first create [[mechanism]]s and attach them to your floodgate(s) to allow your farm to get under way. You should also have him construct several stone-fall [[trap]]s at the entrance to your fortress and where your corridors meet the river, chasm, and [[magma flow]]. Once your mechanic/crafter has finished the first three (or five, depending on your [[irrigation]] style) mechanisms, let him build crafts. He will then create goods for trade to the autumn caravan, an important source of supplemental food in your first year. The dwarven caravan is small, requiring only 10-20 trinkets to buy out completely, but if you manage to get your [[road]] built before summer of your second year, the human caravan will bring 5-10 times as much merchandise (usually [[food]], [[leather]], and [[cloth]]). There are several good choices for what skill to give your craftsdwarf: light and dark [[stone]] are ubiquitous and make good [[crafts]] (plus stone carvers can make excellent [[obsidian]] short swords), and bone and shell can be made into [[armor]] and [[bolts]] as well as crafts.
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The mechanic/crafter will first create {{L|mechanism}}s and attach them to your floodgate(s) to allow your farm to get under way. You should also have him construct several stone-fall {{L|trap}}s at the entrance to your fortress and where your corridors meet the river, chasm, and {{L|magma flow}}. Once your mechanic/crafter has finished the first three (or five, depending on your {{L|irrigation}} style) mechanisms, let him build crafts. He will then create goods for trade to the autumn caravan, an important source of supplemental food in your first year. The dwarven caravan is small, requiring only 10-20 trinkets to buy out completely, but if you manage to get your {{L|road}} built before summer of your second year, the human caravan will bring 5-10 times as much merchandise (usually {{L|food}}, {{L|leather}}, and {{L|cloth}}). There are several good choices for what skill to give your craftsdwarf: light and dark {{L|stone}} are ubiquitous and make good {{L|crafts}} (plus stone carvers can make excellent {{L|obsidian}} short swords), and bone and shell can be made into {{L|armor}} and {{L|bolts}} as well as crafts.
  
Your woodcutter/carpenter is responsible for three products in your early fortress: [[bed]]s, a [[bucket]], and [[barrel]]s. Designate some trees to cut down, build a carpenter's workshop, and build one bed per dwarf, plus at least one bucket, then build a stack of barrels (you will to need them sooner or later, especially once your brewery gets started). If you run out of booze before your brewery is set up, your dwarves will drink from the nearest river, which may be fairly distant from them. Building a well (using a bucket plus one stone block from the mason) will let you place the dwarves' drinking hole close to their working areas.
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Your woodcutter/carpenter is responsible for three products in your early fortress: {{L|bed}}s, a {{L|bucket}}, and {{L|barrel}}s. Designate some trees to cut down, build a carpenter's workshop, and build one bed per dwarf, plus at least one bucket, then build a stack of barrels (you will to need them sooner or later, especially once your brewery gets started). If you run out of booze before your brewery is set up, your dwarves will drink from the nearest river, which may be fairly distant from them. Building a well (using a bucket plus one stone block from the mason) will let you place the dwarves' drinking hole close to their working areas.
  
Starting with a cook instead of a craftsdwarf may be the best choice: [[brewing]] plants into alcohol, then cooking the alcohol, will '''quintuple''' your food supplies, and cooked foods ("prepared meals") have good trade value. Do try to avoid trading away all your winter stocks, though.
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Starting with a cook instead of a craftsdwarf may be the best choice: {{L|brewing}} plants into alcohol, then cooking the alcohol, will '''quintuple''' your food supplies, and cooked foods ("prepared meals") have good trade value. Do try to avoid trading away all your winter stocks, though.
  
Until you have a farm up and running, your Growers will be at loose ends. You can allow them to be your primary haulers, or you can assign one to fishing and the other to fish cleaning, and set up a [[fishery]] to supplement your early food.
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Until you have a farm up and running, your Growers will be at loose ends. You can allow them to be your primary haulers, or you can assign one to fishing and the other to fish cleaning, and set up a {{L|fishery}} to supplement your early food.
  
 
=====Supplementary skills=====
 
=====Supplementary skills=====
  
In addition to the above skills, you may wish to give your mechanic or craftsdwarf Carpenter skill, to speed the making of all-important beds and barrels (and to improve their quality). You may also wish to give them Herbalist or Brewer skill -- collecting [[shrub]]s, especially cave shrubs, is a decent way to supplement your food supplies (and gives you a chance to find [[quarry bush]]es, a rare crop). Depending on how quickly you get your farm set up, you may run out of seeds to plant; brewing plants will yield their seeds, which will allow you plant yet more crops.
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In addition to the above skills, you may wish to give your mechanic or craftsdwarf Carpenter skill, to speed the making of all-important beds and barrels (and to improve their quality). You may also wish to give them Herbalist or Brewer skill -- collecting {{L|shrub}}s, especially cave shrubs, is a decent way to supplement your food supplies (and gives you a chance to find {{L|quarry bush}}es, a rare crop). Depending on how quickly you get your farm set up, you may run out of seeds to plant; brewing plants will yield their seeds, which will allow you plant yet more crops.
  
 
If you choose to take fewer cats or dogs with you (or if you start with a Novice Fisherdwarf instead of a Proficient Grower), you can also upgrade one skill of your choice to Proficient (cook, mason, crafter, herbalist, or mechanic), or upgrade a few of them by lesser amounts.
 
If you choose to take fewer cats or dogs with you (or if you start with a Novice Fisherdwarf instead of a Proficient Grower), you can also upgrade one skill of your choice to Proficient (cook, mason, crafter, herbalist, or mechanic), or upgrade a few of them by lesser amounts.
  
There are several other tasks you will want your dwarves to perform that can be done effectively by unskilled dwarves, such as [[wood cutting]], [[kennel|animal training]], and [[fishing]]. You can have any dwarf perform these tasks by enabling them in their [[labor]] settings ({{k|v}}-{{k|p}}-{{k|l}}).
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There are several other tasks you will want your dwarves to perform that can be done effectively by unskilled dwarves, such as {{L|wood cutting}}, {{L|kennel|animal training}}, and {{L|fishing}}. You can have any dwarf perform these tasks by enabling them in their {{L|labor}} settings ({{k|v}}-{{k|p}}-{{k|l}}).
  
 
When your metalsmith arrives at some point during the first year, he may be accompanied by a peasant. Rename your peasant's profession to something distinguishing, and disable all of his labor settings except animal training and animal care. Assign him to the kennels and have him train wardogs, on repeat, for all of eternity. Provided you did not do anything foolish with your initial dogs, like put them in harm's way, they will have already started to breed by the time your first batch of immigrants arrive. Soon, the puppies will grow up and breed as well. Then their puppies, et cetera, leaving you with exponential wardog growth. Alone, the dogs are somewhat harmless, but in packs of twenty to thirty, nothing will be able to stand against your fortress. Aren't you glad you took them along with you?
 
When your metalsmith arrives at some point during the first year, he may be accompanied by a peasant. Rename your peasant's profession to something distinguishing, and disable all of his labor settings except animal training and animal care. Assign him to the kennels and have him train wardogs, on repeat, for all of eternity. Provided you did not do anything foolish with your initial dogs, like put them in harm's way, they will have already started to breed by the time your first batch of immigrants arrive. Soon, the puppies will grow up and breed as well. Then their puppies, et cetera, leaving you with exponential wardog growth. Alone, the dogs are somewhat harmless, but in packs of twenty to thirty, nothing will be able to stand against your fortress. Aren't you glad you took them along with you?
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===Farm rushing===
 
===Farm rushing===
  
The following build is designed for rushing farms as early as possible in order to grow a steady supply of food that will last through the first winter and beyond. This build removes a miner in order to spend extra points on the skills needed to get the fortress up and running as soon as possible. To maximize food, consider enabling the [[grower]] skill for most of your dwarves, and allow them to work on non-farming tasks during the winter.
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The following build is designed for rushing farms as early as possible in order to grow a steady supply of food that will last through the first winter and beyond. This build removes a miner in order to spend extra points on the skills needed to get the fortress up and running as soon as possible. To maximize food, consider enabling the {{L|grower}} skill for most of your dwarves, and allow them to work on non-farming tasks during the winter.
  
 
====Skills====
 
====Skills====
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The goal of this build is to maximize skills you will need: Miner, Brewer, Cook, Weaponsmith, and Armorsmith. The latter two will not be useful until much later, but it takes a lot of time to improve the smithing skills, so buying them early saves much time. Also, training up the brewing and cooking skills takes time (especially when cooking with prepared ingredients, like booze or dwarven syrup, which clutter a kitchen before cooking starts). The trade goods for the first caravan will be prepared meals; use a later immigrant for crafting. (Of course, you may have other skills you like; Glassmaking is also popular, because green glass costs no resources once a magma glass furnace is set up.)
 
The goal of this build is to maximize skills you will need: Miner, Brewer, Cook, Weaponsmith, and Armorsmith. The latter two will not be useful until much later, but it takes a lot of time to improve the smithing skills, so buying them early saves much time. Also, training up the brewing and cooking skills takes time (especially when cooking with prepared ingredients, like booze or dwarven syrup, which clutter a kitchen before cooking starts). The trade goods for the first caravan will be prepared meals; use a later immigrant for crafting. (Of course, you may have other skills you like; Glassmaking is also popular, because green glass costs no resources once a magma glass furnace is set up.)
  
There is one miner and no woodcutter: we will have one pick and no axes. We'll build an axe, and maybe a pick or two, once the metalsmith shows up with his anvil in the first summer, and our only source of wood until then will be from the wagons, so build very few beds, if any. (Use any dwarf as your carpenter for this; it's not worth spending starting points). You must save two wood to be turned into [[charcoal]]; one charcoal will be used to smelt metal; the other will forge an axe. Your arriving metalsmith can either become your woodworker or your furnace operator; he's the only dwarf with furnace operating, but since he's merely a novice, he's not that much better than some dwarf off the street (to get to novice, 17 ore smelt tasks must be completed).
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There is one miner and no woodcutter: we will have one pick and no axes. We'll build an axe, and maybe a pick or two, once the metalsmith shows up with his anvil in the first summer, and our only source of wood until then will be from the wagons, so build very few beds, if any. (Use any dwarf as your carpenter for this; it's not worth spending starting points). You must save two wood to be turned into {{L|charcoal}}; one charcoal will be used to smelt metal; the other will forge an axe. Your arriving metalsmith can either become your woodworker or your furnace operator; he's the only dwarf with furnace operating, but since he's merely a novice, he's not that much better than some dwarf off the street (to get to novice, 17 ore smelt tasks must be completed).
  
If you feel daring, you can also rush to the [[magma]] to make a [[magma smelter]] and [[magma forge]]. You can do this before or after making an axe, but magma workshops require [[steel]], which requires hematite: cross your fingers and hope you run into some while digging past the [[chasm]]. Two steel bars for the workshops requires 2 [[limestone]], 2 [[hematite]], and 5 [[coke]] (or 5 [[charcoal]], although to make your first piece of coke, you must still make one bar of charcoal).
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If you feel daring, you can also rush to the {{L|magma}} to make a {{L|magma smelter}} and {{L|magma forge}}. You can do this before or after making an axe, but magma workshops require {{L|steel}}, which requires hematite: cross your fingers and hope you run into some while digging past the {{L|chasm}}. Two steel bars for the workshops requires 2 {{L|limestone}}, 2 {{L|hematite}}, and 5 {{L|coke}} (or 5 {{L|charcoal}}, although to make your first piece of coke, you must still make one bar of charcoal).
  
You may also wish to set up your entire fortress on the far side of the chasm, for a compact design centered around magma-based metalworking. This is best done in two stages: set up a temporary home near the entrance or cave river (a dining room and farm is sufficient; workshops can be outside), then dig out the bulk of your fortress near the magma. You should dig out a second farm to the east of the [[cave river]] before your second year. If you are an experienced player, you can probably skip the temporary farm and focus on getting a farm past the river completed by mid-summer.
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You may also wish to set up your entire fortress on the far side of the chasm, for a compact design centered around magma-based metalworking. This is best done in two stages: set up a temporary home near the entrance or cave river (a dining room and farm is sufficient; workshops can be outside), then dig out the bulk of your fortress near the magma. You should dig out a second farm to the east of the {{L|cave river}} before your second year. If you are an experienced player, you can probably skip the temporary farm and focus on getting a farm past the river completed by mid-summer.
  
 
===Skills build===
 
===Skills build===
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====Hermit====
 
====Hermit====
  
Just like Outcast Losers, only with 86% fewer dwarves. Take a single unskilled dwarf, a single pick, and no other equipment. Let your other 6 starting dwarves die out in the wilderness, and do the same to any pesky immigrants who try and disturb your solitude. You could also kill them like [[Main:Urist|Urist]] did.
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Just like Outcast Losers, only with 86% fewer dwarves. Take a single unskilled dwarf, a single pick, and no other equipment. Let your other 6 starting dwarves die out in the wilderness, and do the same to any pesky immigrants who try and disturb your solitude. You could also kill them like [[Urist]] did.
  
 
====Roughing it====
 
====Roughing it====

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