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Editing Quickstart guide/Preparing carefully

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{{quality|Exceptional|23:57, 25 February 2013 (UTC)}}{{av}}
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{{quickstart|advanced=Starting build}}
 
{{quickstart|advanced=Starting build}}
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==Chopping and Digging==
 
==Chopping and Digging==
Our starting location will have [[wood]], so we don't need to bring a bunch with us. We will need something to chop down [[tree]]s though, and something to [[dig]] with: [[Pick#Picks|picks]] and a [[battle axe]]. One copper axe, and two copper picks should suffice to start.
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Our starting location will have [[Wood]], so we don't need to bring a bunch with us. We will need something to chop down [[tree]]s though, and something to [[dig]] with: [[Pick#Picks|picks]] and an [[axe]].
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One copper axe, and two copper picks should suffice to start. Actually a wooden [[training weapon|training axe]] will also chop down a tree, but will be worthless in battle, and you might want at least one real weapon with which to start.
  
 
In order to spend fewer points in this domain you can [[make your own weapons]]! It's quite easy, as soon as you know how metalsmithing works. If you don't you should take already made weapons.
 
In order to spend fewer points in this domain you can [[make your own weapons]]! It's quite easy, as soon as you know how metalsmithing works. If you don't you should take already made weapons.
  
 
==Food and Drink==
 
==Food and Drink==
Sixty [[Alcohol|drinks]] and forty [[food]] should be enough to see you through until you can produce your own, even if you get large waves of [[immigrant]]s right off the bat. Skip dwarven wine, as that's the very first sort of alcohol you will be producing, from [[plump helmet]]s, and you will be making a lot of it.
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Sixty [[Alcohol|drinks]] and forty [[food]] should be enough to see you through until you can produce your own, even if you get large waves of [[immigrant]]s right off the bat. Skip dwarven wine, as that's the very first sort of alcohol you will be producing, from [[Plump helmet]]s, and you will be making a lot of it.
  
 
==Seeds==
 
==Seeds==
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==Medical Supplies==
 
==Medical Supplies==
As for medical supplies, you can easily make your own [[crutch]]es and [[splint]]s, but you may want to bring along a small amount of [[thread]], [[cloth]], and [[gypsum plaster]] for stitching up dwarves and making casts as these are more difficult to produce initially.
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As for medical supplies, you can easily make your own [[crutch]]es and [[splint]]s, but you may want to bring along a small amount of [[Thread]], [[Cloth]], and [[Gypsum plaster]] for stitching up dwarves and making casts as these are more difficult to produce initially.
  
 
==Other Supplies==
 
==Other Supplies==
You want at least one [[rope]], for making a [[well]].  You could produce your own once you have either metalworking or pig-tail farming and processing set up, but you may want a well before that.  They are also useful for chaining animals up near your entrance as a warning system, but this can also be done without ropes in the latest versions (using the [[pasture]] system).
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You want at least one [[Rope]], for making a [[Well]].  You could produce your own once you have either metalworking or pig-tail farming and processing set up, but you may want a well before that.  They are also useful for chaining animals up near your entrance as a warning system, but this can also be done without ropes in the latest versions (using the [[Pasture]] system).
  
Bring an [[anvil]] to set up your first forge. Without anvils, you have the chicken-and-egg problem that you need an anvil to make an anvil. Therefore it is critical to bring an anvil if you plan to make a forge. Otherwise you will have to wait for a [[caravan]] to show up with one and trade for it, and this could take a long time.
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Bring an [[Anvil]] to set up your first forge. Without anvils, you have the chicken-and-egg problem that you need an anvil to make an anvil. Therefore it is critical to bring an anvil if you plan to make a forge. Otherwise you will have to wait for a [[caravan]] to show up with one and trade for it, and this could take a long time.
  
 
==Animals==
 
==Animals==
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*[[Carpentry]]
 
*[[Carpentry]]
 
*[[Masonry]]
 
*[[Masonry]]
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*[[Architecture|Building Design]]
 
*[[Mechanic]]
 
*[[Mechanic]]
*[[Planter|Farming]] ("Planter")
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*[[Grower|Farming]] ("Grower")
 
*[[Cooking]]
 
*[[Cooking]]
*[[Brewing]]
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*[[Brewing]].
  
 
If you chose a site with flowing water, [[fishing]] can help keep your fort fed early on. If not, [[Ambusher|hunting]] can do the same, but keep in mind that safe hunting requires a lot of micromanagement. Your hunters will happily stalk and attack elephants, cougars, and other dangerous animals before they have the skills necessary to deal with them. Fisherdwarves, on the other hand, really only need to worry about [[alligator]]s and [[crocodile]]s (which may not even appear in your [[biome]]).
 
If you chose a site with flowing water, [[fishing]] can help keep your fort fed early on. If not, [[Ambusher|hunting]] can do the same, but keep in mind that safe hunting requires a lot of micromanagement. Your hunters will happily stalk and attack elephants, cougars, and other dangerous animals before they have the skills necessary to deal with them. Fisherdwarves, on the other hand, really only need to worry about [[alligator]]s and [[crocodile]]s (which may not even appear in your [[biome]]).
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===Intermediate===
 
===Intermediate===
  
Another way to start out, for intermediate players, is to give one dwarf [[organizer]] skills, one [[record keeper]], one [[diagnostician]], and one [[appraiser]]. The remaining three will be as follows: one dwarf with a melee skill and perhaps [[leader]] skill, one with proficient [[miner]] skill and [[carpenter]], and one with [[mason]] and [[woodcutter]]. This allows for a quick-start fortress with all the starting [[noble]]s, two masons, and one skilled miner. Food stocks should be fine, as you can appoint one of your nobles to be a temporary farmer until the next [[migrant]] wave comes with all the [[peasant]]s and workers.
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Another way to start out, for intermediate players, is to give one dwarf [[organizer]] skills, one [[record keeper]], one [[diagnostician]], one [[appraiser]], and one [[mason]]. The remaining three will be as follows: one dwarf with a melee skill and perhaps [[leader]] skill, one with proficient [[miner]] skill and [[carpenter]], and one with [[mason]] and [[woodcutter]]. This allows for a quick-start fortress with all the starting [[noble]]s, two masons, and one skilled miner. Food stocks should be fine, as you can appoint one of your nobles to be a temporary farmer until the next [[migrant]] wave comes with all the [[peasant]]s and workers.
 
 
[[ru:Quickstart guide/Preparing carefully]]
 

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