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Editing 40d:Human

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'''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]].
 
'''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]].
  
== Fortress Mode ==
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== Humans in 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.
 
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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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).
  
== Adventure Mode ==
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== Humans in 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.
 
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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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.
 
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.
  
== Future development ==
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== Human development in the Future ==
  
 
In the future, humans will be more xenophobic than right now. Thanks to this xenophobia, demons are less likely to take over a human Civ.
 
In the future, humans will be more xenophobic than right now. Thanks to this xenophobia, demons are less likely to take over a human Civ.

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