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Editing v0.34:Starting build

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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.
 
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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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]].
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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. 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.   
 
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.   
  
[[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 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.
  
 
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.
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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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