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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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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.
 
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.
  
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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