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Editing 40d Talk:Your first fortress

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*Who said this?  Anyway, goblins aren't that reliable, at least in the early years.  I've settled in everything but Terrifying regions and I've yet to be sieged or raided.  Kobold thieves up the wazoo but no goblins except the odd snatcher.  [[User:Corona688|Corona688]] 19:24, 30 October 2008 (EDT)
 
*Who said this?  Anyway, goblins aren't that reliable, at least in the early years.  I've settled in everything but Terrifying regions and I've yet to be sieged or raided.  Kobold thieves up the wazoo but no goblins except the odd snatcher.  [[User:Corona688|Corona688]] 19:24, 30 October 2008 (EDT)
 
*Melting is a terrible way to get metal unless you have magma, that's pretty much impossible to argue.  Goblins show up at population hurdles, though, so you probably just haven't gotten big enough yet.  Regardless, iron-level equipment can be replicated with masterwork leather and bone equipment.  Iron is far from critical.  Helpful, but not critical. --[[User:ThunderClaw|ThunderClaw]] 20:23, 30 October 2008 (EDT)
 
*Melting is a terrible way to get metal unless you have magma, that's pretty much impossible to argue.  Goblins show up at population hurdles, though, so you probably just haven't gotten big enough yet.  Regardless, iron-level equipment can be replicated with masterwork leather and bone equipment.  Iron is far from critical.  Helpful, but not critical. --[[User:ThunderClaw|ThunderClaw]] 20:23, 30 October 2008 (EDT)
*_IF_ you have a magma source, you can also easily strip human and dwarven caravans of all their iron/steel items if you want to. Plus order more bars. This is terrible under an economic point of view, but even a single skilled stonecrafter will turn out more wealth than you ever reasonably need, so from your second or third year on this should not be a problem. Especially since you hardly ever need iron or steel except for high quality weapons and armour. [[User:Qwertyu|Qwertyu]] 07:31, 5 November 2008 (EST)
 
*:I have to second this.  Between goblins and traders you can eventually amass a couple hundred iron (or steel if you've got access to flux).  Masterwork leather is really not too bad, but masterwork steel is 2.67 times better, plus metal armor can be layered.  Masterwork leather armor offers 20 points of protection; to this you can potentially add a masterwork coat, totaling 35.  However, if you add steel chain and plate over that, you can get up to 155/115 for the upper body.  And you need it: I've seen dwarves get head injuries when sparring even when wearing a top-quality steel cap ''and'' steel helm.  I just got through a siege where one dwarf who is an adept armor user and high master shield user received a brown neck injury (and lost an eye) despite a exceptional steel cap and helm and shield.  It was probably the elite bowman that did it.  Without all that steel, she'd probably be pulp now.  <br />It may be a lot more trouble to get your steel through melting than smelting, but get it any way you can.--[[User:Maximus|Maximus]] 22:23, 7 November 2008 (EST)
 
  
 
===== Have to be in contact with dwarves? =====
 
===== Have to be in contact with dwarves? =====
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:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)
 
:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)
 
::::What if every map edge is water (ex. really large embark zone on a really small island)?  What would happen then? [[Special:Contributions/71.194.101.232|71.194.101.232]] 22:39, 11 March 2010 (UTC)
 
  
 
=Buying Skills and Items=
 
=Buying Skills and Items=
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Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the "first fortress" page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)
 
Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the "first fortress" page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)
  
:Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)
+
Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)
  
::Personally, I can't seem to get rid of any items, and I only started with 200 points. Any tips? --[[User:MrGuy|MrGuy]] 08:08, 22 November 2008 (EST)
 
 
:::I haven't read over the redone article yet, so the following answer is said in ignorance of it, but that shouldn't matter.
 
:::To increase the number of items, press {{k|+}}, so to decrease, press {{k|-}}. This may not work with a laptop. If you are using a laptop, see [[Key_bindings]], which may help you. --[[User:Savok|Savok]] 11:00, 22 November 2008 (EST)
 
  
 
=Beginning the Fortress=
 
=Beginning the Fortress=
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:I still haven't gone hunting for adamantine.  I want to train another 20 marksdwarves first.  I certainly have enough bolts for it now (about 6,000).  And plenty of exceptional steel armor... which the recruits can't carry just yet.--[[User:Maximus|Maximus]] 02:15, 26 October 2008 (EDT)
 
:I still haven't gone hunting for adamantine.  I want to train another 20 marksdwarves first.  I certainly have enough bolts for it now (about 6,000).  And plenty of exceptional steel armor... which the recruits can't carry just yet.--[[User:Maximus|Maximus]] 02:15, 26 October 2008 (EDT)
 
:Just thought I'd add my two cents to this... 275 dwarves (100 children, 48 soldiers, rest workers)  I have 10 legendary masons that make blocks full time (for my castle/village I'm building), 4 smelters, 2 wood burners (no lava, kill me now!), 2 armorers, 2 weaponsmiths, 4 mechanics (gates/portcullis/pumps for fountains, etc.), 2 butchers, 2 tanners, 2 weavers, 2 clothiers, 4 brewers (you would be SHOCKED how fast 2k beer disappears with 100 children...), 2 weavers, 2 threshers, 4 planters (need plump helmets for food/beer, I import ~1000 meat a year to supplement my stocks...), 1 gem cutter, 1 gem setter, 4 miners, 4 woodcutters... 40ish haulers, and another 40 engravers/masons (who put up blocks full time).  The rest... nobles, and people I'm too lazy to check their labor on.
 
 
:Noticing 15 years in my dwarves are invulnerable, 16 axedwarves is overkill when one can rout the goblin sieges (14 toughness, 10 agility, 9 strength... just one of them.  He was originally a level 72 woodcutter... wonder how many trees that was?)  Even my children usually have one or two maxed out stats when they hit puberty.  God only knows what I'd do with the economy enabled, probably die.  If you don't have any big construction works in mind, anything over 150 seems superfluous.  --Gotthard 23:36, 9 November 2008 (EST)
 
  
 
=Rewrite=
 
=Rewrite=
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::: I suggest that if you want to "completely rewrite" a tutorial, it would be better to keep the tutorial as it is and write up a completely new one. A variety of examples is more useful than a single thoroughly edited tutorial. There are differences between a Prima Strategy Guide and a wiki. These differences should be harnessed in a way that empowers the wiki.  
 
::: I suggest that if you want to "completely rewrite" a tutorial, it would be better to keep the tutorial as it is and write up a completely new one. A variety of examples is more useful than a single thoroughly edited tutorial. There are differences between a Prima Strategy Guide and a wiki. These differences should be harnessed in a way that empowers the wiki.  
 
::: Here's an example that is beyond my own wiki-editing capabilities, but should give ThunderClaw what s/he's looking for without requiring a complete rewrite, or a new tutorial: create a "why" tag which, like the verify tag, allows newbies to easily ask for expansion.  This could even be a FAQ-like new category, so that we could quickly edit this tutorial in small, easily managed chunks that more users would likely contribute to. Eg,
 
::: Here's an example that is beyond my own wiki-editing capabilities, but should give ThunderClaw what s/he's looking for without requiring a complete rewrite, or a new tutorial: create a "why" tag which, like the verify tag, allows newbies to easily ask for expansion.  This could even be a FAQ-like new category, so that we could quickly edit this tutorial in small, easily managed chunks that more users would likely contribute to. Eg,
[[Temperature]], amount of [[tree]]s ([[why trees]]?), amount of [[plant]]s ([[why plants]]?), and a hint at the sort of [[Animal|wildlife]] ([[why hunt]]?) at the center of the selection rectangle.
+
  [[Temperature]], amount of [[tree]]s ([[why trees]]?), amount of [[plant]]s ([[why plants]]?), and a hint at the sort of [[Animal|wildlife]] ([[why hunt]]?) at the center of the selection rectangle.
 
::: Put another way, introduction to concepts and keyboard commands should be distinct content, and a step-by-step guide should contain only enough enumeration and/or examples to cover all exceptions once. Additional exploration should be available as links. But then again, that's just my take on it, and the prize goes to the guy who actually does the deed. --[[User:RomeoFalling|RomeoFalling]] 20:38, 4 November 2008 (EST)
 
::: Put another way, introduction to concepts and keyboard commands should be distinct content, and a step-by-step guide should contain only enough enumeration and/or examples to cover all exceptions once. Additional exploration should be available as links. But then again, that's just my take on it, and the prize goes to the guy who actually does the deed. --[[User:RomeoFalling|RomeoFalling]] 20:38, 4 November 2008 (EST)
::::That is a good way to deal with the ''example'' part of what I was talking about.  It'll shorten the article fantastically for people who don't feel they need detailed explanations, but it doesn't address the other problems: bad enumeration and incomplete explanation.  The bad enumeration part is really what's killing this guide most, because many times concepts run together and it's difficult follow.
 
::::This isn't just a 'Prima' thing, this is the fundamentals of technical/instructional writing that all engineers, scientists, mathematicians, researchers, and most liberal arts majors have to learn in college because it just panders to the way that humans traditionally process information and concepts.  Wiki formatting and such will definitely be different from a paper strategy guide, but I still maintain that the writing in this article is fundamentally flawed because of the poor enumeration that leads to incomplete and confusing explanation.
 
::::Anyway, I'm going to do up a rewrite of this pretty soon.  The history will always let us revert if everyone universally considers it crap. --[[User:ThunderClaw|ThunderClaw]] 10:07, 5 November 2008 (EST)
 
 
::::: To be clear, I wasn't questioning Prima's quality.
 
::::: It worked perfectly well for me when I first started playing a few weeks ago. For a certain subset of the population, the best way to learn is to make a bunch of random choices and then see why those choices are imperfect. Further, I question if it "panders to the way that humans process info," or if it merely panders to the way AMERICANS process info.
 
::::: Regardless, space is abundant and memory is cheap. What's wrong with keeping this copy intact as is, and then writing up a "Your First Fortress v2.0" guide, possibly based on this one? I still say that two guides are better than one. --[[User:RomeoFalling|RomeoFalling]] 18:18, 5 November 2008 (EST)
 
:::::Oxford follows the same rules that I'm advocating, so I seriously doubt it's 'just an american thing'.  Toyko University also advocates writing like this.  The problem isn't space, the problem is that it violates so many basic writing tenents that many people could find it unreadable.  I'm glad it worked for you, but it certainly didn't for the community I tried to get into the game (who, incidentally, are from America, Canada, the Netherlands, Scandinavia, and Mexico), who almost universally called this guide confusing and frustrating. --[[User:ThunderClaw|ThunderClaw]] 12:59, 6 November 2008 (EST)
 
 
First part of the rewrite is done.  We really need more images.  Hopefully I'll be able to get to that soon.  I'm going to finish with the actual play explanation a little bit later.  Savok's play tutorial got branched off into a sample game, and not deleted.  So far really it's just been an overhaul of how things are arranged. --[[User:ThunderClaw|ThunderClaw]] 12:59, 6 November 2008 (EST)
 
 
: Thanks for keeping Savok's guide somewhere. Really excellent work. I see what you mean about readability now. --[[User:RomeoFalling|RomeoFalling]] 21:52, 6 November 2008 (EST)
 
 
==Bringing along coal==
 
I modified the anvil embarking strategy to encompass bringing along coal and lignite as well as a single unit of charcoal; the problem with bringing a 1-1 ratio of charcoal to items for smelting is that while a single unit of charcoal costs 10☼, a unit of coal/lignite costs 3☼ and can produce 3 units of coke; a 27☼ discount after the first charcoal needed to start the coal industry.
 
:Oh, good call.  I couldn't remember how much a hunk of charcoal costs when I was writing it.  Thanks for the catch. --[[User:ThunderClaw|ThunderClaw]] 13:49, 6 November 2008 (EST)
 
 
==Food/Booze Numbers==
 
I think it would be very helpful to newbies to quantify how much food and booze they'll need per dwarf. I think the relevant pages say that a healthy dwarf drinks something like 9 units of booze per season, but newbies may not know. We might want to have a section that just tells them straight up how much food and booze 7 dwarves will go through in a year. If they've got that much, then they can rest assured that they won't starve their fortress to death.
 
 
 
Just a thought.
 
[[Special:Contributions/68.102.237.253|68.102.237.253]] 01:52, 22 October 2009 (UTC)
 
:That's more than covered under both [[starting build]] and [[food]] & [[drink]].  The numbers suggested in this article are enough for'' a year'' - that's ''more'' than ample, even for a newbie. (I bring enough for 1-1.5 seasons, depending on the expected challenges on the current map.)  If they want, they can do the math (dividing by 4 seasons and then by 7 dwarves - not too tough.)--[[User:Albedo|Albedo]] 02:15, 22 October 2009 (UTC)
 

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