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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).   
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There are two main components of a starting build: skills and items.   
  
 
Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.
 
Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.
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*[[Mechanics]] - If you want traps, and most people will. Also needed for most machinery. Mechanisms sell for a high price as a bonus.
 
*[[Mechanics]] - If you want traps, and most people will. Also needed for most machinery. Mechanisms sell for a high price as a bonus.
 
*[[Architecture|Building Designer]] - Mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure [[value]].
 
*[[Architecture|Building Designer]] - Mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure [[value]].
*[[Appraiser]] - you will use this whenever you trade with a caravan. Without it, the game won't tell you how much anything is worth, making trading difficult. It's almost always recommended to start with a dwarf with Novice (1 pt) Appraiser skill.
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*[[Appraiser]] - you will use this whenever you trade with a caravan. Without it, the game won't tell you how much anything is worth, making trading difficult. It's highly recommended to start with a dwarf with Novice (1 pt) Appraiser skill.
 
*[[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).
  
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Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.
 
Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.
  
Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc.) will take a lot of time, so plan accordingly.
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Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time, so plan accordingly.
  
Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.
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Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity overly much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.
  
 
Working at different jobs levels up specific [[attribute]]s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.   
 
Working at different jobs levels up specific [[attribute]]s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.   
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Another constraint you can impose on your skill combinations is to try to limit dwarves to [[moodable]] skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one. For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill. Example: Clothier/Grower.
 
Another constraint you can impose on your skill combinations is to try to limit dwarves to [[moodable]] skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one. For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill. Example: Clothier/Grower.
  
Finally, when combining skills think twice about placing your most valuable skills (e.g. [[grower]]) alongside dangerous skills (e.g. [[hunting]], [[wood cutting]], etc.). Your most valuable dwarves should be kept safe inside your fortress; less valuable dwarves should be chosen to venture into the wilderness.
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Finally, when combining skills think twice about placing your most valuable skills (e.g. [[grower]]) alongside dangerous skills (e.g. [[hunting]], [[wood cutting]], etc.). Your most valuable dwarves should be kept safe inside your fortress; less valuable dwarves should be chosen to venture into the wilderness.
  
 
==== Which dwarf should have which skill? ====
 
==== Which dwarf should have which skill? ====
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A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall. The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons. You are also likely to get at least one if not two small waves of migrants before the caravan arrives.
 
A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall. The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons. You are also likely to get at least one if not two small waves of migrants before the caravan arrives.
  
It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard, especially once you factor in slaughtering the animals who hauled your wagon. Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  With v0.40 come garden "vegetables."  These usually contain 1-2 brewable fruits at half the cost of plump helmets (2 units instead of 4 - likely an oversight).  While Bringing plump helmets might save you 30 value from the liquor (5 helmets cost 20 value and can be turned into 25 booze worth a total of 50), bringing a garden "fruit" will save you 40 units for the same amount of booze.  A full 3 seasons (84 alcohol/168 value) can be supplied with 17 passion fruit/black berries/bananas/etc at a cost of only 34 units! You'll need to build your still first thing (or have drinkable water nearby).  I recommend bringing along a unit of stone (magma safe and colorful are a bonus AND don't cost you extra) for only 3 units when you do this so you can immediately start brewing before your dwarves get thirsty.   
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It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard (especially once you factor in slaughtering the animals who hauled your wagon. Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.   
  
The likely best way to keep your dwarves in drink is also the most labor-intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own [[plants]] from seeds and brew the products. (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol). In addition to the necessary seeds, starting your own farming operation is going to require either some [[soil]] or [[irrigation|some way to get the ground muddy]]. In the spring, only plump helmets and sweet pods are brewable.  Cave wheat and pigtail can be brewed as well, but you'll need to wait for summer first. 
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The likely best way to keep your dwarves in drink is also the most labor intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own [[plants]] from seeds and brew the products. (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol). In addition to the necessary seeds, starting your own farming operation is going to require either some [[soil]] or [[irrigation|some way to get the ground muddy]].
  
It is possible, if highly inefficient, to make all your alcohol by harvesting aboveground plants. However, with v0.40 came "garden vegetables." These largely replace the normal above ground shrubs on new embarks.  While there are brewable garden vegetables (passion fruits, various berries, sweet potatoes, tomatoes, etc), they only fruit in the summer or fall.  So when you embark in spring and designate a large area to be gathered and brewed... you'll find your plant stockpile full of "Blueberry Bushes" and "Sweet Potato Vines" but not a single blueberry or sweet potato to brew! You'll likely only have 1-2 prickle berries, rat weeds, etc.  The leaves you gain with this can't even be eaten raw, but instead need to be cooked.  If you wish to save on booze via gathering, you'll need to bring enough booze to tide you over through mid summer, or very carefully use look "k" and only designate the non-garden vegetable plants to be harvested in spring (rat weed, whip vine, prickle berry, etc).  These will be barely 1/3 to 1/4 of the shrubs.  If you are still intent on gathering your booze, bring a plant gatherer and have him selectively pick these shrubs. Otherwise, you'll have uprooted all your berry bushes long before they would have fruited in the summer/fall.  This is further complicated by areas of sparse vegetation (badlands, deserts) or various evil biomes (many shrubs will be dead) and glaciers/mountains (no shrubs at all).
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It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient. It also only works in biomes with collectable plant life. Notably evil biomes and glaciers are unlikely to provide suitable vegetation.
  
 
==== Shelter ====
 
==== Shelter ====
 
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. 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.
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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 - ie, 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 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]].
 
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 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.
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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 with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge. Building your initial fort out of soap, while possible, is not recommended, although possibly hilariously entertaining.
  
 
==== Industry ====
 
==== Industry ====
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Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to have a plan for providing suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.
 
Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to have a plan for providing suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.
  
Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal. Keep in mind that if you wish to produce steel, you will need some form of refined fuel even if you have easy access to magma. Bringing along some bituminous coal is a cheap and efficient way to guarantee a supply, especially since volcanic regions typically lack coal resources. This will greatly ease your wood consumption as well. 
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Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal.
  
[[Soap]] requires wood and a source of [[tallow]] to be done. [[Lye]] can be bought at embark to skip the first steps and make soap more directly, though, due to a bug, an entire stack of lye will be used to create a single bar of soap, so bringing lye is expensive {{bug|2117}}). You will still need to bring or make buckets and have an empty barrel to actually produce soap, this is a matter of having sufficient wood. Tallow can only be acquired by hunting or from livestock you bring but both sources hamper a quick industry start anyway.
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Soap requires a lot of wood consumption and a source of tallow to be done in a sustainable way. [[Lye]] can be bought at embark to skip the first steps and make soap more directly (though, due to a bug, an entire stack of lye will be used to create a single bar of soap, so bringing more than one unit of lye is not recommended {{bug|2117}}). You will still need to bring or make buckets and have an empty barrel to actually produce soap though, but fortunately this is just a matter of having sufficient wood.
  
 
Jewelers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.
 
Jewelers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.
  
Glassmaking and Pottery requires sand or clay and fuel. It's hard to viably run these industries solely off imports.  You can check the pre-embark screen for clay layers, but sand is reported as a soil layer which may contain no sand at all unless in a Sand Desert biome. Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.
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Glassmaking and Pottery requires sand or clay and fuel - pay attention to your site report before embarking. Its hard to run a viable industry solely off imports in these cases. Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.
  
 
As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.
 
As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.
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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]]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.
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Many items come in containers such as barrels and bags, including food, liquids, seeds, and powders. 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 milks can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.
  
 
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.
 
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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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.   
 
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.   
  
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.   
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The most common scenario involves [[Metalsmith's_forge|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.   
  
 
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.
 
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.
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==== Biome considerations: Dude, where's my wood? ====
 
==== Biome considerations: Dude, where's my wood? ====
Some environments have a shortage of trees. While you can direct production of a lot of item types to other materials, [[bed]]s and some items still require [[wood]].  In addition, it is difficult to make [[bin]]s out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal bins). If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily. While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a [[tree farm]] underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer. You may wish to plan accordingly if embarking in a site with sparse or no trees.
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Some environments have a shortage of trees. While you can direct production of a lot of item types to other materials, [[bed]]s require [[wood]].  In addition, it is difficult to make [[bin]]s out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal bins). If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily. While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a tree farm underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer. You may wish to plan accordingly if embarking in a site with sparse or no trees.
  
 
==== Items for moods ====
 
==== Items for moods ====
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==== Free Equipment ====
 
==== Free Equipment ====
  
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.
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Unfortunately, no free equipment is available when embarking in Dwarf Fortress mode. 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]].
 
  
 
==Site considerations==
 
==Site considerations==
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=== Desert, Glaciers, and Barren ===
 
=== Desert, Glaciers, and Barren ===
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as [[glacier]]s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock. [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma or [[coke]], keeping in mind the scarcity of trees in these biomes), you can build almost anything out of unlimited glass.
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Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as [[glacier]]s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock. [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.
  
 
==Technical tricks/modifications==
 
==Technical tricks/modifications==

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