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{{av}}{{Quality|Masterwork}}
 
 
A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.
 
A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.
  
While Adventure mode can take the player across an entire world map, a starting location is defined by the number of [[region|area blocks]] that they select when starting a game - they can never explore or expand past those boundaries.
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While Adventure mode can take the player across an entire world map, a starting location is defined by the number of [[block|area blocks]] that they select when starting a game - they can never explore or expand past those boundaries.
  
 
== Choosing sites ==
 
== Choosing sites ==
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[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the "Choose Fortress Location" screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the "Local" map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.
 
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the "Choose Fortress Location" screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the "Local" map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.
  
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creature]]s as well as different types of rock and [[stone|rock layers]].
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The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].
  
 
Pressing {{k|tab}} will show other location information as well:  
 
Pressing {{k|tab}} will show other location information as well:  
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[human]]s, and [[goblin]]s).
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* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon (embark)|wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy.  
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* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy.  
  
 
* The "relative elevation" of the site (useful for seeing how mountainous the terrain is)
 
* The "relative elevation" of the site (useful for seeing how mountainous the terrain is)
 
* A "cliff indicator" (useful for the same reason)
 
* A "cliff indicator" (useful for the same reason)
  
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[tree]]s, etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).
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It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).
  
Most of the interesting map features ([[chasm]]s, [[bottomless pit]]s, [[magma]], [[lake]]s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_<feature> options in your init.txt file. This makes good starting sites much easier to find, although it takes away the "surprise" of stumbling upon these features on your own (which may be good or bad, depending on your play style).
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Most of the interesting map features ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_<feature> options in your init.txt file. This makes good starting sites much easier to find, although it takes away the "surprise" of stumbling upon these features on your own (which may be good or bad, depending on your play style).
  
 
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).
 
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).
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== Surroundings/Climate ==
 
== Surroundings/Climate ==
  
If you are relatively new to the game, you will probably want to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat, until you get a better handle of the game.  These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions.  Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by.  The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some [[tree]]s and vegetation on the map.
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If you are relatively new to the game, you will probably want to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat, until you get a better handle of the game.  These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions.  Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by.  The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some [[trees]] and vegetation on the map.
  
 
All of these cautions can be ignored if you are attempting a [[fun]] [[challenges|challenge]].
 
All of these cautions can be ignored if you are attempting a [[fun]] [[challenges|challenge]].
  
Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress.  Make sure you at least have [[Civilization|contact]] with [[Dwarves]]; [[Human]]s are also good [[trading]] partners and you will commonly run in the [[Elves]] too.  [[Elves]] are trickier to deal with than [[Human]]s, but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits.  Antagonistic forces will include [[Kobold]]s and [[Goblin]]s although they may also surprise you by wanting to trade (the [[Goblin]]s, at least).  This antagonism is not definite, however, and any of the [[civilization]]s save for your [[Dwarves]] have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red "[[war|WAR]]" next to that [[civilization]]'s listing.
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Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress.  Make sure you at least have [[Civilization|contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners and you will commonly run in the [[Elves]] too.  [[Elves]] are trickier to deal with than [[Humans]], but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits.  Antagonistic forces will include [[Kobolds]] and [[Goblins]] although they may also surprise you by wanting to trade (the [[Goblins]], at least).  This antagonism is not definite, however, and any of the [[civilization]]s save for your [[Dwarves]] have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red "[[war|WAR]]" next to that [[civilization]]'s listing.
  
 
== Terrain ==
 
== Terrain ==
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[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[Water#Water_in_Fortress_Mode|drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)
 
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[Water#Water_in_Fortress_Mode|drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)
  
[[Forest]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)
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[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)
  
Some [[biome]]s will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)
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Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)
  
  
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=== Towns ===
 
=== Towns ===
  
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods. This does not apply to [[goblin]]s.
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Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods. This does not apply to [[goblin]]s.
  
  

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