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{{Creaturelookup/0
 
{{Creaturelookup/0
 
|image=Human_sprite.png
 
|image=Human_sprite.png
|portrait=human_woman_portrait.png
 
 
|meat=27
 
|meat=27
 
|bone=33
 
|bone=33
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The language they speak is [[Main:Human language|human]]. Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.
 
The language they speak is [[Main:Human language|human]]. Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.
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[[File:humansprev.png|thumb|400px|center|''Conquest of Mexico: Hernando Cortes destroying his fleet at Vera Cruz, 1519'']]
  
 
==Ethics==
 
==Ethics==
In-game, humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and possibly become enemies with [[kobold]]s and [[animal people]].  
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In-game, humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and may possibly become enemies with [[kobold]]s and [[animal people]].  
  
 
The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals.  
 
The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals.  
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===Starting a Human Fortress===
 
===Starting a Human Fortress===
 
{{mod}}
 
{{mod}}
To start a "Human Town" (or, alternately, an Elven [[forest retreat]], Goblin [[Dark pit|pit]] or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen (see the characters highlighted on the world map to know what creature the civilisation belongs to). The elves can carry with them many different pets upon embarking, and the races will start with appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). An important note, you will have NO nobles unless you copy-paste the 'positions' of the Dwarves (Monarch, Chief Medical Dwarf, etc.) to the same place in the entity_default.txt on whichever race you choose to play (Excluding Elves) You may edit the names of these professions/positions however you wish after placement.
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To start a "Human Town" (or, alternately, an Elven [[forest retreat]], Goblin Pit or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen (see the characters highlighted on the world map to know what creature the civilisation belongs to). The elves can carry with them many different pets upon embarking, and the races will start with appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). An important note, you will have NO nobles unless you copy-paste the 'positions' of the Dwarves (Monarch, Chief Medical Dwarf, etc.) to the same place in the entity_default.txt on whichever race you choose to play (Excluding Elves) You may edit the names of these proffessions/positions however you wish after placement.
Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers, steel or pig iron unless modded to do so. They can, however, work adamantine as cloth, and have access to weaponry too large for dwarves, such as pikes, halberds and long swords.
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Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers, steel or pig iron unless modded to do so. They can, however, work adamantine as cloth, and have access to weaponry too large for Dwarves, such as Pikes, halberds and long swords.
  
 
{{D for Dwarf}}
 
{{D for Dwarf}}
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Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''ability to play Dwarf Fortress''.
 
Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''ability to play Dwarf Fortress''.
[[File:humansprev.png|thumb|400px|center|''Conquest of Mexico: Hernando Cortés destroying his fleet at Vera Cruz, 1519'']]
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{{gamedata}}
 
{{gamedata}}
 
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|PLAINS}}}}
 
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|PLAINS}}}}

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