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:''This is not a tutorial, a FAQ, or a new player's guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''
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:''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''
 
::*[[Quickstart guide]]
 
::*[[Quickstart guide]]
 
::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]]
 
::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]]
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:''For an explanation of the interface for starting out, see [[Embark]].''
 
:''For an explanation of the interface for starting out, see [[Embark]].''
  
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and [[skill]]s of your initial seven dwarves when starting a new game in [[fortress mode]] (see [[Sample Starting Builds]]). The skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
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A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and [[skill]]s of your initial seven dwarves when starting a new game in [[fortress mode]] (see [[Sample Starting Builds]]). These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.
  
 
This page attempts to provide a discussion about how and why you make the choices on what you bring with you. This page is not an explanation of the mechanics of doing so, see the [[embark]] page for an explanation of the interface itself. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[Embark#Prepare_Carefully|Prepare Carefully]] screen.
 
This page attempts to provide a discussion about how and why you make the choices on what you bring with you. This page is not an explanation of the mechanics of doing so, see the [[embark]] page for an explanation of the interface itself. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[Embark#Prepare_Carefully|Prepare Carefully]] screen.
  
 
One thing should be made clear - there is no "best" build, no "perfect" or "clearly superior" final mix of skills and items, if only because there isn't any one goal of play. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. Finally, some people do things solely because it is hard, and that makes it more [[fun]] for them.
 
One thing should be made clear - there is no "best" build, no "perfect" or "clearly superior" final mix of skills and items, if only because there isn't any one goal of play. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. Finally, some people do things solely because it is hard, and that makes it more [[fun]] for them.
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__TOC__
 
__TOC__
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== Components of a Starting Build ==
 
== Components of a Starting Build ==
 
There are two components of a starting build: skills and items (which includes [[animal]]s).   
 
There are two components of a starting build: skills and items (which includes [[animal]]s).   
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The items that your dwarves bring with you can be tailored a number of ways. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. This section explores the nature of these trade-offs and the reasons for making a decision. It also looks at optimizing goods brought in more general contexts.
 
The items that your dwarves bring with you can be tailored a number of ways. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. This section explores the nature of these trade-offs and the reasons for making a decision. It also looks at optimizing goods brought in more general contexts.
  
Starting builds can and should vary based upon a number of other variables. [[embark#Choosing_a_Site|Where you choose to settle]] will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on [[biome]], [[surroundings|savagery]], and [[surroundings|alignment]]. Which dwarven civilization you chose will restrict the materials with which you can start. Making choices about these variables is not part of a starting build. What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.
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Starting builds can and should vary based upon a number of other variables. [[location|Where you choose to settle]] will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on [[biome]], [[surroundings|savagery]], and [[surroundings|alignment]]. Which dwarven civilization you chose will restrict the materials with which you can start. Making choices about these variables is not part of a starting build. What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.
  
 
This page does not cover the interface for accomplishing these tasks; please see the [[embark]] page for that information.
 
This page does not cover the interface for accomplishing these tasks; please see the [[embark]] page for that information.
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:* Demand for a skill during a game
 
:* Demand for a skill during a game
 
:* Whether quality or speed are significant considerations for tasks/final product
 
:* Whether quality or speed are significant considerations for tasks/final product
:* Balancing the desire to create [[wealth]] ''(with high-value products)'' with the need to maintain [[thought|morale]] ''(with low-value but commonly-used products, like [[bed]]s, which normally are made from [[wood]])''
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:* Balancing the desire to create [[wealth]] ''(with high-value products)'' with the need to maintain [[thought|morale]] ''(with low-value but commonly used products, like [[bed]]s, which normally are made from [[wood]])''
 
:* most importantly - ''your playstyle'' - what '''you''' think is "[[fun]]"!
 
:* most importantly - ''your playstyle'' - what '''you''' think is "[[fun]]"!
  
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==== Design Constraints: Which skills do I need, really? ====
 
==== Design Constraints: Which skills do I need, really? ====
  
All production* skills add one or both of two things to your fortress: higher [[quality]] goods, and/or faster production of those goods. That second should not be quickly dismissed - for example, although higher skill produces no quality in [[booze]], your fortress will consume quite a lot of it, so having a dwarf skilled as a [[brewer]] means significantly less time spent at that task, freeing them to do other things. This, in effect, "adds" dwarfpower to your fortress by reducing the time needed for predictable and necessary tasks. Such skills are labor multipliers - less time spent means more time doing something else, like hauling or crafting items.
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The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables). So the short answer is: none.
 
 
: (* There are also military skills, which add nothing except killing locals that threaten your fortress. It has been observed, generally speaking, that dead dwarves produce considerably less than living dwarves.
 
 
 
: There are also some other, rarely used skills that are still important, e.g. [[Appraiser]] and [[Judge of intent|Judge of Intent]], among others, but those are not part of a basic introduction.)
 
  
The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment and environment, which adds more variables). So the short answer is: ''There are no skills that you 100% ~need~.''
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That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
 
 
Also, there is the difference between a ''starting'' fortress and a ''mature'' fortress. ''Migrants'' will bring new skills and additional dwarfpower to your mix, and you can [[train]] any dwarf in any skill if you really want to.  As an example, while [[Strand extractor]] is a very time-consuming process if the dwarf is unskilled, it's not something that you should invest points into at the start, since by the time you need it, you'll have almost certainly gotten a migrant with the skill.
 
 
 
That said, there are some skills which will be '''used''', to one extent or another, by virtually every starting/growing fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:
 
  
 
*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].
 
*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].
** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking at least one dwarf with some starting skill in mining is recommended in most cases.
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** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in most cases.
 
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.
 
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.
 
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.
 
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.
*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[building]]s and [[constructions]] from stone.
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*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[buildings]] and [[constructions]] from stone.
 
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop.  
 
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop.  
 
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.
 
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.
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*[[Clothier]], [[Leatherworker]] - At least one of these skills will be necessary to supply your dwarves with new [[clothing]]. Articles of clothing count as [[finished goods]] with quality modifiers, and clothes can be traded easily (either before or after your dwarves wear them).
 
*[[Clothier]], [[Leatherworker]] - At least one of these skills will be necessary to supply your dwarves with new [[clothing]]. Articles of clothing count as [[finished goods]] with quality modifiers, and clothes can be traded easily (either before or after your dwarves wear them).
  
The very fact that you ''will'' use these skills can make many of them desirable to choose as starting skills for your dwarves. Of the above, Mining, Masonry, Growing, Cooking, and Mechanics are generally worth considering as "highly desirable".  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[experience|skill level]]. Some skills (e.g. [[Record keeper]]) are rarely worth investing initial points in even though you will almost always use them; you can simply let the dwarf learn on the job. Others (e.g. Mining, Carpentry) may be worth investing points in depending on your goals or the tempo with which you want to achieve them. (Mining is easy to train so you could forgo initial investment and just train on the job, but this could force you to spend longer on the surface, increasing your exposure to dangers. A skilled carpenter can contribute a lot to fortress mood, but won't produce much [[value]]; see the discussion of Quality below.)
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The very fact that you ''will'' use these skills can make many of them desirable to choose as starting skills for your dwarves. Of the above, Mining, Masonry, Growing, Cooking, and Mechanics are generally worth considering as "highly desirable".  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[experience|skill level]]. Some skills (e.g. [[Record Keeper]]) are rarely worth investing initial points in even though you will almost always use them; you can simply let the dwarf learn on the job. Others (e.g. Mining, Carpentry) may be worth investing points in depending on your goals or the tempo with which you want to achieve them. (Mining is easy to train so you could forgo initial investment and just train on the job, but this could force you to spend longer on the surface, increasing your exposure to dangers. A skilled carpenter can contribute a lot to fortress mood, but won't produce much [[value]]; see the discussion of Quality below.)
  
 
Many other skills are optional for your fortress; you will have to deliberately choose to use them. The skills above are essential to basic aspects of the game, and avoiding one requires a deliberate choice ''not'' to use it (and likely a lot of effort spent to avoid doing so). A fortress can make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets. Or all of those. But there usually isn't a compelling reason to choose any one in particular. A fortress that never designates a tile for mining, however, requires [[challenges|exceptional effort]] to achieve.
 
Many other skills are optional for your fortress; you will have to deliberately choose to use them. The skills above are essential to basic aspects of the game, and avoiding one requires a deliberate choice ''not'' to use it (and likely a lot of effort spent to avoid doing so). A fortress can make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets. Or all of those. But there usually isn't a compelling reason to choose any one in particular. A fortress that never designates a tile for mining, however, requires [[challenges|exceptional effort]] to achieve.
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A common skill list (Just as a general quick start):
 
A common skill list (Just as a general quick start):
 
*2 Miners
 
*2 Miners
*1 Axe Dwarf/Woodcutter
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*1 Woodcutter
 
*1 Grower/Cook
 
*1 Grower/Cook
 
*1 Grower/Brewer
 
*1 Grower/Brewer
*1 Mechanic/Carpenter
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*1 Carpenter
*1 Stone Carver/ Judge of Intent 1/Appraiser 1
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*1 Mason
  
 
This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.
 
This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.
 
* see also [[Sample Starting Builds]]
 
  
 
==== Balancing military and economic needs ====
 
==== Balancing military and economic needs ====
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==== Training considerations ====
 
==== Training considerations ====
  
Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from scratch. Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally eat metal [[bar]]s, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items and the fewer raw materials (bars and [[fuel]]) they'll waste in training. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a [[Giant]] for example) there's little need to actually invest your starting skills in it - they can learn on the job.
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Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from scratch. Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally eat metal [[bar]]s, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items and the fewer raw materials (bars and [[fuel]]) they'll waste in training. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.
  
 
==== Quality, value, and happiness ====
 
==== Quality, value, and happiness ====
  
[[Quality]] is an important part of ''Dwarf Fortress''. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.
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[[Quality]] is an important part of Dwarf Fortress. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.
  
 
It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks "Stone" screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.
 
It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks "Stone" screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.
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The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.
 
The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.
 
For example, some players might want to spend the points for a [[crossbow]], [[quiver]] and a stack of [[bolt]]s for early defense and hunting, while others might prefer to save those points and bring just one [[Skin|tanned hide]] for the quiver, waiting to find [[ore]] underground to make their own superior crossbow and bolts. The variations, and reasoning behind all the possible choices, are endless.
 
  
 
For the purposes of this article, livestock are considered items.
 
For the purposes of this article, livestock are considered items.
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Barring a convenient cave, you're going to have to do something for shelter. Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place. (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents). Basic walls that allow you egress won't stop a dedicated invader, but you ''probably'' won't see those until year 2 or 3, so you have a little time to develop more elaborate defenses.
 
Barring a convenient cave, you're going to have to do something for shelter. Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place. (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents). Basic walls that allow you egress won't stop a dedicated invader, but you ''probably'' won't see those until year 2 or 3, so you have a little time to develop more elaborate defenses.
  
Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies. The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled.{{verify}} Food doesn't rot on stockpiles or in minecarts, though vermin may consume it. Fat or alcohol doesn't rot, however. The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - i.e., by using an herbalist to collect local plants - which can avoid needing to mine at all.
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Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies. The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled. It might be possible to go without a cellar in a freezing biome.{{verify}} The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - i.e., by using an herbalist to collect local plants - which can avoid needing to mine at all.
  
Delving a shelter requires mining, which means having picks to dig with. One can always bring one or more picks at embark, but it's also possible to bring the supplies necessary to make them. See [[Starting build#Finished product or do-it-yourself|finished product or do it yourself]].
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Delving a shelter requires mining, which means having picks to dig with. One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them. See [[Starting build#Finished product or do it yourself|finished product or do it yourself]].
  
An aboveground shelter can be made with stone, wood or possibly more exotic materials.  Stone of course requires mining, and thus picks. Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site. It is of course possible to bring sufficient raw materials to build walls and a roof with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.
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An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks. Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site. It is of course possible to bring sufficient raw materials to build walls and a roof with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.
  
 
==== Industry ====
 
==== Industry ====
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==== Container mechanics and free items ====
 
==== Container mechanics and free items ====
  
Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed|seeds]], and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. [[Meat]] barrels are grouped by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels. This applies to [[Fish]] as well; the two genders will come in the same barrel, but different fish species will come with their own barrels. [[Egg|Eggs]] and [[Milk]] also come in barrels, again with each type getting its own barrel. [[Plump_helmet|Plump Helmets]] come in a barrel, while other [[Crop|Garden Vegetables]] come in bags. Similarly, each [[seed]] type comes with its own bag. Powders, such as [[sand]] and [[Gypsum_plaster|gypsum]], get a bag for each unit. [[Lye]] can be brought for another cheap barrel.
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Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed]]s, and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}} [[Alcohol]] gets a new barrel after every 5th unit. (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels). Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. Similarly, it is worth taking 1 of each seed you weren't planning on taking more of, solely for the bags. Taking some sand or gypsum powder is also a cheap way to get bags. [[Lye]] (for soap) and [[milk]]s can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.
  
[[Alcohol]] gets a new barrel after every 5th unit, despite normally being able to hold 25. Other items don't get additional containers at low enough amounts to matter for this trick. Other [[Extracts]] also come in barrels, though most have no use other than trading, with no easy way to free up the barrel. They are also grouped by animal type, so if you really want some sheep [[blood]] with your sheep milk, go for it.
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As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.
  
Diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. As stockpiling and some jobs are container-limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.
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==== Finished product or do it yourself ====
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Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product. On the other hand, making it yourself takes time during which you aren't making use of the finished product.
  
==== Finished product or do-it-yourself ====
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The most common scenario involves [[make your own weapons|forging your own metal tools and weapons]]. While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures. Furthermore, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks. 
Rather than buy an item before embark, you can buy (some of) the raw materials, and just make the item after the game starts. The trade off is time lost vs cost saved - how long will it take you to make what you need, how soon will you need it, and how much "other stuff" can you buy instead?
 
  
The most common scenario involves [[make your own weapons|forging your own picks and weapons]]. While not usually too much of a hardship, it can be dangerous to delay having any weapons if you expect possible hostile creatures. Furthermore, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  However, if your weaponsmith is skilled (even just a couple ranks), the finished item can be much higher quality than what you can buy (which is always "lowest quality"), which is important for weaponry, but makes no difference for mining. Dwarves can fight unarmed (especially small wild animals), so you have to balance the expected danger of your selected [[embark]] site against the savings.
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Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees, and is made with nothing more than a carpentry workshop and a log. While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.
  
Another consideration is how difficult it will be to find and gather the necessary resources on your map.  Bringing a few logs/stones/blocks lets you start building some [[workshop]]s immediately upon arrival, with [[fire-safe]] stones/blocks you can build a [[furnace]] and [[smelter]], and with an [[anvil]] a [[forge]].  If you want [[steel]] weapons, bringing some iron and flux stone will almost certainly be faster than mining deep for it ''(and definitely will be if you have an [[aquifer]] to deal with)''.  
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You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.
  
You can also easily plan on making all or most of the booze you'll need. [[Plump helmet]]s can be bought at embark and brewed at a still, as can [[wood]] for making barrels (which are also required). Buying just a few units of each booze will be enough to hold you over until you can brew-it-yourself, and at worst your dwarves can drink water (and get unhappy [[thoughts]]) at first, but they'll get over that.
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Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.
 
 
Bringing [[leather]] lets you make [[Container|bags]] and leather [[armor]], which are both fast, immediately useful and a nice savings. Bringing [[thread]] would let you weave cloth to make sacks and [[rope]]s - but that might be less critical and more involved than some other DIY items. Just because you "can" doesn't mean you should, or really will have time to - but it's always an option!
 
 
 
Bottom line, '''''any''''' finished good can be made if you've brought the raw materials, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from [[caravan]]s.
 
  
 
==== Biome considerations: Dude, where's my wood? ====
 
==== Biome considerations: Dude, where's my wood? ====
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==== Free Equipment ====
 
==== Free Equipment ====
  
The only free equipment you get in [[fortress mode]] is the wagon (which can be broken down for some logs), its draft animals, and your dwarves' clothes. Unfortunately, your dwarves don't get any free equipment based on their skills. This is in contrast to [[Adventure mode]], in which the only equipment available on starting is free equipment.
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The only free equipment you get in Dwarf Fortress mode is the wagon (which can be broken down for some logs), its draft animals, and your dwarves' clothes. Unfortunately, your dwarves don't get any free equipment based on their skills. This is in contrast to [[Adventure mode]], in which the only equipment available on starting is free equipment.
  
 
That said, it is possible to procure additional containers by choosing to embark with a diverse range of items, ensuring that each is given their own bag, barrel or bin for less of the cost of the item by itself. See [[Starting_build#Container_mechanics_and_free_items|Container Mechanics and Free Items]].
 
That said, it is possible to procure additional containers by choosing to embark with a diverse range of items, ensuring that each is given their own bag, barrel or bin for less of the cost of the item by itself. See [[Starting_build#Container_mechanics_and_free_items|Container Mechanics and Free Items]].
  
 
==Site considerations==
 
==Site considerations==
Each fortress [[Embark#Choosing_a_Site|location]] offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!
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Each fortress [[location]] offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!
  
 
The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
 
The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.
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=== General Surroundings ===
 
=== General Surroundings ===
 
Simply put, if your [[surroundings]] are [[evil]] or [[savage]], your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows. Hand in hand with those, consider skill mixes that include [[axedwarf]], [[mining]] (the skill used to wield a pick), and [[marksdwarf]] (for [[crossbow]]s).
 
Simply put, if your [[surroundings]] are [[evil]] or [[savage]], your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows. Hand in hand with those, consider skill mixes that include [[axedwarf]], [[mining]] (the skill used to wield a pick), and [[marksdwarf]] (for [[crossbow]]s).
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The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are "open" to the surface or not, until you are there in person.
  
 
Be sure to include some source of [[water]] on the map, preferably running water. Water is (almost) essential for any fortress. In cold and freezing climates, streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure. In hot climates, [[murky pool]]s will dry up, and in dry ones, rain will only rarely refill them, if ever. Choose temperate or tropical zones for an easier game.
 
Be sure to include some source of [[water]] on the map, preferably running water. Water is (almost) essential for any fortress. In cold and freezing climates, streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure. In hot climates, [[murky pool]]s will dry up, and in dry ones, rain will only rarely refill them, if ever. Choose temperate or tropical zones for an easier game.
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=== Wooded/Plains ===
 
=== Wooded/Plains ===
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water. More water also means a high likelihood of an [[aquifer]] being present. Make sure to check on embark.
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Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water. There are even (rare) magma vents. More water also means a high likelihood of an [[aquifer]] being present. Make sure to check on embark.
  
 
The greatest disadvantage is the potential lack of exposed [[stone]] to mine. The first level(s) below the surface is often [[soil]] of some type, which offers no building materials. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?
 
The greatest disadvantage is the potential lack of exposed [[stone]] to mine. The first level(s) below the surface is often [[soil]] of some type, which offers no building materials. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?
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=== Oceanside ===
 
=== Oceanside ===
With many features in common with some of the above locations, [[beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has flowing [[water]] of some sort.  
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With many features in common with some of the above locations, [[beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing [[water]] of some sort.  
  
 
By definition, the settlement will fall between (at least) two [[biome]]s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the [[terrifying]] ocean is full of amphibious zombie [[whale]]s.
 
By definition, the settlement will fall between (at least) two [[biome]]s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the [[terrifying]] ocean is full of amphibious zombie [[whale]]s.
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See [[Sample Starting Builds]]
 
See [[Sample Starting Builds]]
  
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{{Starting FAQ}}
 
{{Category|Guides}}
 
{{Category|Guides}}
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}
[[ru:Starting build]]
 

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