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{{av}}
 
{{av}}
  
'''Humans''' are intelligent [[humanoid]] [[creature]]s that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].
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'''Humans''' are intelligent {{L|humanoid}} {{L|creature}}s that live in cities on the plains. They are one of the races playable in {{L|Adventure Mode}}. Their buildings are made entirely of {{L|wood}}, and usually include several houses and {{L|shop}}s, and a tavern. They are primarily interested in {{L|trade}}, and generally send large {{L|caravan}}s in {{L|Calendar|summer}}.
  
 
== Fortress Mode ==
 
== Fortress Mode ==
  
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.
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The first human {{L|caravan}} will arrive in the summer of your second year, provided a human {{L|civilization}} has access to your site. The caravan will have {{L|wagon}}s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a {{L|Liaison|representative}} if their civilization is big enough, and having more skilled trading {{L|noble}}s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.
  
Humans will attack if enough humans are killed while visiting your area. This is especially dangerous if a human noble has been to your fortress - all [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.
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Humans will attack if enough humans are killed while visiting your area. This is especially dangerous if a human noble has been to your fortress - all {{L|trap}}s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human {{L|siege}}, they may send a diplomat to make an offer of peace.
  
 
=== Living among them ===
 
=== Living among them ===
  
Creating a settlement underneath a human town confers a number of advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapon]]s, trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.
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Creating a settlement underneath a human town confers a number of advantages. The human {{L|soldier}}s and {{L|guard}}s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also {{L|reclaim}} the items present inside the various buildings, giving you a nice early cache of {{L|weapon}}s, trade objects and {{L|furniture}}. Finally, the wood from the buildings may be acquired by deconstructing them, or {{L|cave-ins|undermining}} the structure.
  
 
Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).
 
Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).
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== Adventure Mode ==
 
== Adventure Mode ==
  
Human towns usually have many different shops. They typically have swordsmen and plenty of [[drunk]]s to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.
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Human towns usually have many different shops. They typically have swordsmen and plenty of {{L|drunk}}s to recruit. The leader and quest giver of a city is called the {{L|mayor}}, who can generally be found in the tavern in the center of town.
  
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.
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Humans characters are, in every way, the middle road between {{L|dwarves}} and {{L|elf|elves}}. Their starting equipment is {{L|metal}}, but the type of metal depends on how advanced that particular Human civilization is. Humans might have {{L|copper}}, {{L|bronze}}, or {{L|iron}} equipment. Humans may start with skill in any {{L|weapon}} (as opposed to the more limited lists that {{L|elves}} and {{L|dwarves}} use). Humans lack the special damage resistance of {{L|dwarves}} and the raw speed of {{L|elves}}, but they are one {{L|size}} category larger than {{L|dwarves}}. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious {{L|Fortress Mode}} addict.
  
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.
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They may buy both {{L|armor}} and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human {{L|shop}}s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.
  
 
== Playing as Humans in Fortress Mode ==
 
== Playing as Humans in Fortress Mode ==
To start a "Human Town" (or, alternately, an Elven Forest Retreat, [[Goblin]] Tower or [[Kobold]] Cave) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.
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To start a "Human Town" (or, alternately, an Elven Forest Retreat, {{L|Goblin}} Tower or {{L|Kobold}} Cave) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.
  
 
In order to build trap components, you will also need to add the following to the Human entry in entity_default:
 
In order to build trap components, you will also need to add the following to the Human entry in entity_default:
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</pre>
 
</pre>
  
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plant]]s (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default). Also, one of the 7 humans you start with will be a "warlord" and will not work.
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Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different {{L|pet}}s upon embarking, and the races will start with the appropriate food and {{L|plant}}s (for example, humans have {{L|prickle berry|prickle berries}} instead of {{L|plump helmet}}s by default). Also, one of the 7 humans you start with will be a "warlord" and will not work.
  
 
== Future development ==
 
== Future development ==

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