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Editing v0.31:Sample Starting Builds

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{{Quality|Fine|21:31, 3 April 2012 (UTC)}}
 
{{av}}
 
 
 
The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.
 
The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.
  
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The Dwarves:
 
The Dwarves:
*Miner/Stonecrafter (mines and makes pots and crafts when needed)
+
*Miner/Stonecrafter (mines and makes pots and crafts if needed)
*Miner/Mechanic (mines and makes levers or traps when needed)
+
*Miner/Mechanic (mines and makes levers or traps if needed)
 
*Mason/Building Designer (makes all the furniture and buildings)
 
*Mason/Building Designer (makes all the furniture and buildings)
 
*Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed)
 
*Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed)
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*30 Meat/Fish/Eggs
 
*30 Meat/Fish/Eggs
 
*5-10 of each seed
 
*5-10 of each seed
*Spend the rest of the points on anything else you want like plump helmets, animals, wood, and ores. Taking copper ores (malachite/copper nuggets) and tin ores (cassiterite) are a good choice since using them to make bronze is very cheap at 6 points per ore.
+
*Spend the rest of the points on anything else you want like animals and ores. Copper ores are a good choice since they're very cheap.
  
Notes:
+
Notes;
 
*After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well.
 
*After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well.
 
*Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example.
 
*Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example.
 
===Gemcutters===
 
 
The Dwarves:
 
*Miner/Stonecrafter (mines and makes pots and crafts when needed)
 
*Miner/Gem Cutter (mines and cuts gems)
 
*Miner/Gem Setter (mines and encrusts gems into crafts and furniture)
 
*Mason/Building Designer (makes all furniture and buildings)
 
*Carpenter/Mechanic (makes beds, bins, barrels, cages, levers, and traps)
 
*Weaponsmith/Armorsmith (will provide good quality gear for your militia)
 
*Farmer/Brewer (hauls early on until you hit the caverns, then will farm and brew)
 
 
Supplies:
 
*3 Picks
 
*1 Anvil
 
*60 Booze
 
*30 meat/fish/eggs
 
*15 plump helmets
 
*5 of each seed
 
*50 or so logs
 
*spend the rest on whatever else you want like animals and ores.
 
 
Notes:
 
*This is basically a variation of "The Stoners" build above, except modified to be used on a glacier type embark. The woodcutter is useless on glaciers so tons of wood is brought instead. The 2nd farmer is replaced with a 3rd miner in order to help find the caverns before your food runs out.
 
*Once you hit the caverns you can start farming on the mud. Be sure you draft your first few migrants and supply them with good gear using your smith; in order to defend yourself from anything that may be down there.
 
*Trading early on will mostly consist of stone crafts/mugs encrusted with any gems you find.
 
 
=== The Military Elite ===
 
The Dwarves:
 
*1 Dodger (To be trained up as a dedicated miner)
 
*1 Armorsmith/Furnace Operator
 
*1 Weaponsmith/Herbalist
 
*2 Proficient Axe dwarves
 
*2 Proficient Spear dwarves
 
Note: The military dwarves have no secondary skill to save points for supplies. If embarking to an area without sand/soil/clay, you will want to give the miner some mining skill.
 
 
The Supplies:
 
*1 Anvil
 
*20 Iron Ore, 20 Flux Stone (For making steel weapons, helmets and other armor-pieces of choice)
 
*4 Copper Bars (for 2 picks and 2 wood-cutting axes)
 
*5 stones (for first workshops)
 
*15 Logs
 
*15 Leather (You can get by with as little as 2, for waterskins, if you need more points elsewhere)
 
*1 Lye, 3 Gypsum Plaster, 3 Thread, 3 Cloth (hospital supplies - optional).
 
*1 Male Dog and 1 Female Dog.
 
*2 points leftover to spend on whatever you like.
 
* This assumes a woodland embark. If embarking to an impoverished site without trees, you will need to bring 3 logs or 1.5 bituminous coal for every iron ore. If no copper is available, bring extra iron ore to make iron axes and picks - it's still cheaper than embarking with them.
 
 
Notes:
 
* The spear dwarves make charcoal, and once 2 copper axes have been forged (no wussy wooden axes for these guys), the axe dwarves chop wood. The other three dwarves take care of producing a minimal booze and food supply (cook the seeds, or slaughter the pack animals), and fulfill their roles in producing weapons and armor (including wooden shields, and leather waterskins). As soon as a suitable supply of logs and charcoal has been produced to finish all initial smelting and forging, set the military dwarves to training in 2 squads of 2. The Herbalist/Weaponsmith should train the dogs as wardogs so he has some protection while gathering plants. The starting seven form the heart of the military. It will be up to immigrants to take up more civilian roles.
 
* This is optimized to produce a grossly effective military
 
 
===The Six Masters===
 
The Dwarves:
 
*1 Proficient Herbalist
 
*6 Proficient Weapon Users
 
 
The Supplies:
 
*1 Anvil
 
*27 Iron Ore
 
*24 Flux Stone
 
*2 Leather
 
*10 Logs
 
*5 Stones
 
*1 Lye, 3 Gypsum Plaster, 3 Thread, 3 Cloth
 
*2 Dogs
 
 
Notes:
 
* Everyone needs to help at the beginning. Produce 2 Iron Axes and 1 Iron Pick asap. The military dwarves should mainly focus on woodcutting/burning and smelting/smithing, while the Herbalist takes care of everything else. As soon as all the gear is forged, set the 6 to training in 3 squads of 2.
 
*This will require being extremely efficient with the Herbalist's time, to help him out, have the military stockpile a couple of dozen logs before they start training.
 
*There is a point to Herbalism, in that a more skilled Herbalist produces much larger stacks of plants. This means more booze per precious barrel, more seeds for cooking, more time to do other tasks.
 
*This is generally a lot less tight on points if you go with some bronze-making supplies, reserving steel only for the weapons and perhaps helmets. By mixing in some bronze you can fully armor everyone. On an iron-ore-less civilization it will be necessary to go with bronze everything. If there is no iron ore, nor bronze making supplies, replace the 27 iron ore and fluxstone with 20 bronze bars.
 
 
===The Mining Guild===
 
 
The Dwarves:
 
*7 Proficient Miners
 
 
Supplies:
 
*7 Copper Picks
 
*100 Booze (25 of each type)
 
*100 Meat/Fish/Eggs
 
*25 Plump Helmets
 
*7 Logs
 
 
Notes:
 
*Seven miners to dig out your entire fort straight from the start with enough food/booze to last you a year or two. Let migrants fill the other roles your fortress will require.
 
*Don't bother hauling all these supplies. Just build a wall around your wagon site and make it accessible via a staircase underground.
 
*Use the 7 logs + the 3 from the wagon to make a cheap dormitory until a good carpenter migrates to you. Also make a small dining room so dwarves stop complaining.
 
*Plump Helmets are to be used for emergency booze only, not eaten. Keep them forbidden until enough barrels become empty.
 
*Now dig, dig EVERYTHING. Two hundred bedrooms, noble quarters, grand dining room, massive workshop floors, massive stockpile floors, magma smelting floors, massive tree farms, barracks, hospitals, wells, crypts, trap corridors, etc etc.
 
  
  
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Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from "unskilled" quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.
 
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from "unskilled" quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherriff or Captain of the Guard with poor weapon skills so punishing "crime" won't result in undue maiming. (Moodable skill: Mining)
+
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing "crime" won't result in undue maiming. (Moodable skill: Mining)
 
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)
 
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)
 
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)
 
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)
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===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS===
 
===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS===
  
{| class="wikitable" cellspacing="0" border="1" cellpadding="3" style="text-align:center;float:right;margin:0 0 20px 30px;"
+
This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel weapons at better {{L|Item quality|quality}} for more or less 312p. The weapons, able to double as logging/mining implements, can give your squishy {{L|Miner|Excavators}} and {{L|Wood cutter|Lumberjacks}} an advantage in battle.
|-
 
! colspan="4" style="background-color:#eee;border-bottom:1px solid black;text-align:center;" | Embark Costs of Pre-made Implements
 
|-
 
!Material
 
!Battle Axes
 
!Picks
 
!Total Points
 
|-
 
|steel
 
|2
 
|
 
|2040p
 
|-
 
|steel
 
|
 
|2
 
|1320p
 
|-
 
|steel
 
|1
 
|1
 
|1680p
 
|-
 
|bronze
 
|2
 
|
 
|340p
 
|-
 
|bronze
 
|
 
|2
 
|220p
 
|-
 
|bronze
 
|1
 
|1
 
|280p
 
|-
 
|copper
 
|2
 
|
 
|136p
 
|-
 
|copper
 
|
 
|2
 
|88p
 
|-
 
|copper
 
|1
 
|1
 
|112p
 
|}
 
This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel implements at better [[Item quality|quality]] for 312p, more or less. (See the table at right for a comparison of embark costs.)  The steel implements, able to double as weapons, can give your squishy [[Miner|Excavators]] and [[Wood cutter|Lumberjacks]] an advantage in battle.
 
 
 
You get two steel implements for a minimum total cost of '''172p'''. (312p with the skills, and those too will last you a lifetime.)  It's steel for the price of [[bronze]]! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points.  It just takes a bit of time and dwarf labor.
 
  
  
 
'''Prepare for the journey carefully:'''
 
'''Prepare for the journey carefully:'''
  
At the [[Embark]] screen, choose the following items:
+
At the {{L|Embark}} screen, choose the following items:
  
 
* Required
 
* Required
** 3p x 1 unit of [[magma-safe]] [[stone]] from the Stone category
+
** 3p x 1 unit of {{L|fire-safe}} {{L|stone}} from the Stone category
** 100p x 1 [[iron]] [[anvil]]
+
** 100p x 1 {{L|iron}} {{L|anvil}}
** A distinct lack of [[steel]] weapons
+
** A distinct lack of {{L|steel}} weapons
  
 
* Main, cheapest, most desirable raw materials
 
* Main, cheapest, most desirable raw materials
** 24p x 2 units of iron [[ore]] from the Stone category ([[Hematite]], [[Limonite]], or [[Magnetite]])
+
** 24p x 2 units of iron {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})
** 6p x 2 units of [[flux]] stone from the Stone category ([[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], or [[Marble]])
+
** 6p x 2 units of {{L|flux}} stone from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})
** 3p x 3 units of [[Bituminous coal]] from the Stone category
+
** 3p x 2 units of {{L|Bituminous coal}} from the Stone category
** 0p x3 logs of any type of [[wood]]
+
** 0p x3 logs of any type of {{L|wood}}
*** From deconstructing your [[Wagon]]
+
*** From deconstructing your {{L|Wagon}}
** 0p (No [[Skill|skills]] taken)
+
** 0p (No {{L|Skill|skills}} taken)
  
*'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: [[Furnace operator]], [[Wood burner]], [[Metalsmith]] and [[Weaponsmith]])
+
*'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: {{L|Furnace operator}}, {{L|Wood burner}}, {{L|Metalsmith}} and {{L|Weaponsmith}})
  
  
You want more than two implements?
+
For a minimum total of '''172p'''. 312p with the skills, and those too will last you a lifetime. It's steel for the price of {{L|bronze}}! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points.
 +
 
 +
In comparison, the embark prices are: 2 steel battle axes (2040p), 2 steel picks (1320p), 1 steel battle axe and 1 steel pick (1680p), 2 {{L|copper}} battle axes (136p), 2 copper picks (88p), 1 copper battle axe and 1 copper pick (112p), 2 bronze battle axes (340p), 2 bronze picks (220p), 1 bronze battle axe and 1 bronze pick (280p).
 +
 
  
 
'''For each successive weapon pair: (72p)'''
 
'''For each successive weapon pair: (72p)'''
  
The same scheme can be used to make more weapon pairs. For four implements, just double all of the raw materials and add an extra [[Bituminous coal]] to make up for the lack of wood from the wagon.  Simply add more of the raw materials to provide for more pairs. The rough cost is 72p per successive pair. Your only constraint is more time and dwarfpower.
+
Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the raw materials replacing the wood with an extra {{L|Bituminous coal}}. The rough cost is 72p per successive pair. Your only constraint is time and dwarfpower.
  
*For an extra pair of steel weapons:
+
*An extra pair of steel weapons:
**24p x 2 units of [[iron]] [[ore]] from the Stone category ([[Hematite]], [[Limonite]], or [[Magnetite]])
+
**24p x 2 units of {{L|iron}} {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})
**6p x 2 units of [[flux]] [[stone]] from the Stone category ([[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], or [[Marble]])
+
**6p x 2 units of {{L|flux}} {{L|stone}} from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})
**3p x 4 units of [[Bituminous coal]] from the Stone category
+
**3p x 4 units of {{L|Bituminous coal}} from the Stone category
  
  
 
'''Substitutes for above grocery lists:'''
 
'''Substitutes for above grocery lists:'''
  
Due to extenuating circumstances, such as the variability of the goods your [[Civilization|parent civilization]] has  
+
Due to extenuating circumstances, such as the variability of the goods your {{L|Civilization|parent civilization}} has  
 
available, some substitutes may be used:
 
available, some substitutes may be used:
  
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** Fuel:
 
** Fuel:
 
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood
 
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood
****Don't deconstruct wagon
+
***Don't deconstruct wagon
 
*** 3p x 5 logs of any type of wood from the Wood category instead of 3 Bituminous coal
 
*** 3p x 5 logs of any type of wood from the Wood category instead of 3 Bituminous coal
 
**** Make 8 charcoal
 
**** Make 8 charcoal
*** 10p x 1 units of [[fuel|charcoal or coke]] and 1 Bituminous coal instead of  wagon wood
+
*** 10p x 1 units of {{L|fuel|charcoal or coke}} and 1 Bituminous coal instead of  wagon wood
 
**** Don't build wood furnace
 
**** Don't build wood furnace
*** 10p x 8 units of [[fuel|charcoal or coke]] instead of wood + coal
+
*** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of wood + coal
 
**** Skip wood furnace and coke making
 
**** Skip wood furnace and coke making
 
** Single option sub. to save time:
 
** Single option sub. to save time:
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'''Strike the earth!'''
 
'''Strike the earth!'''
  
* Deconstruct the [[Wagon]] your [[Embark|starting goods]] come in.
+
* Deconstruct the {{L|Wagon}} your {{L|Embark|starting goods}} come in.
* Build a [[Wood furnace]] with the fire-safe stone
+
* Build a {{L|Wood furnace}} with the fire-safe stone
 
** Use 3 wood to make '''3''' charcoal
 
** Use 3 wood to make '''3''' charcoal
 
** Deconstruct the furnace
 
** Deconstruct the furnace
  
* Build a [[Smelter]] using the fire-safe stone from the deconstructed furnace
+
* Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace
 
** Smelt 3 bituminous coal (powered with 3 charcoal) --> into 9 units of coke
 
** Smelt 3 bituminous coal (powered with 3 charcoal) --> into 9 units of coke
 
** Smelt 2 iron ores (powered with 2 coke) --> two iron bars
 
** Smelt 2 iron ores (powered with 2 coke) --> two iron bars
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** Deconstruct the smelter
 
** Deconstruct the smelter
  
* Build a [[Metalsmith's forge]] using the fire-safe stone from the deconstructed smelter + iron anvil
+
* Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter + iron anvil
 
** Using 2 steel (powered with 1 coke) forge 2 weapons
 
** Using 2 steel (powered with 1 coke) forge 2 weapons
 
** Deconstruct the forge
 
** Deconstruct the forge
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** Possibly an extra coke
 
** Possibly an extra coke
  
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p per pair. Wowza.
+
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much, then forge axes. Lots of them. Only 72p per pair. Wowza.
 
Why buy picks? If you're running this setup it's cheaper to get steel.
 
Why buy picks? If you're running this setup it's cheaper to get steel.
 
== ELLIOTTCABLE's Tweaking Band ==
 
{{User:ELLIOTTCABLE/Starting_build}}
 

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