v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Your first fortress

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|01:19, 18 August 2012 (UTC)}}{{av}}
+
{{quality|Unrated}}{{av}}
This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: "Losing is [[fun]]!"
+
This is a guide to help new players get started on their first [[Main:fortress|fortress]] and teach them the basics of keeping their [[Main:dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: "Losing is [[fun]]!"
  
 
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations.  For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.
 
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations.  For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.
Line 20: Line 20:
 
=== Useful location traits ===
 
=== Useful location traits ===
  
[[Forest]]:  Many parts of the game are dependent on creating wood items, so if you choose a location without any trees, the game will be more [[fun]] (aka more complex).
+
[[Main:Forest|Forest]]:  Many parts of the game are dependent on creating wood items, so if you choose a location without any trees, the game will be more [[fun]] (aka more complex).
  
[[Water]]: [[Wound]]ed dwarves require water to drink, so having a water source near your first fortress so your injured don't die of thirst will be helpful.
+
[[Main:Water|Water]]: [[Wound]]ed dwarves require water to drink, so having a water source near your first fortress so your injured don't die of thirst will be helpful.
  
[[Animals]]: Some [[biome]]s will have fewer animals to hunt for meat to feed your dwarves, so tropical and temperate biomes might be simpler. However, bear in mind that not all animals are friendly, so it might be wise to do some research on an area that you're thinking about starting in to get a good handle on what type of creatures might populate it.
+
[[Main:Animals|Animals]]: Some [[biome]]s will have fewer animals to hunt for meat to feed your dwarves, so tropical and temperate biomes might be simpler. However, bear in mind that not all animals are friendly, so it might be wise to do some research on an area that you're thinking about starting in to get a good handle on what type of creatures might populate it.
  
 
=== The interface ===
 
=== The interface ===
Line 54: Line 54:
  
 
====Biomes screen====
 
====Biomes screen====
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:
+
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Main:Biome|Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:
* '''[[Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of [[water]] going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.<br><br>
+
* '''[[Main:Temperature|Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of [[water]] going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.<br><br>
* '''Amount of [[tree]]s, and [[plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for [[wood]], which is a critical, if small, part of your fortress.  You can import lots of it from [[trading|caravan]]s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the [[plant gathering]] skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  [[Plant]] density is not very important.<br><br>
+
* '''Amount of [[Main:tree|tree]]s, and [[Main:plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for [[wood]], which is a critical, if small, part of your fortress.  You can import lots of it from [[trading|caravan]]s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the [[plant gathering]] skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  [[Plant]] density is not very important.<br><br>
* '''[[Surroundings]]''': This gives you a basic image of the local fauna and flora.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[tree]]s and [[plant]]s you will find, in addition to indicating the [[animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is. The meaning of each of the descriptions is as follows:
+
* '''[[Main:Surroundings|Surroundings]]''': This gives you a basic image of the local fauna and flora.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[Main:tree|tree]]s and [[Main:plant|plant]]s you will find, in addition to indicating the [[Main:animal|animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is. The meaning of each of the descriptions is as follows:
 
<br>
 
<br>
 
<center>
 
<center>
Line 91: Line 91:
 
====Civilization screen====
 
====Civilization screen====
 
These are nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.
 
These are nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.
* '''[[dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere ''without'' dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most [[noble]]s from coming to your fort, which will stop the [[dwarven economy]] from ever being activated.  You may also not get a [[liaison]] with your dwarven caravan from which to request goods.
+
* '''[[Main:dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[Main:immigrant|immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere ''without'' dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most [[noble]]s from coming to your fort, which will stop the [[dwarven economy]] from ever being activated.  You may also not get a [[liaison]] with your dwarven caravan from which to request goods.
* '''[[Human]]s''': Humans are almost always friendly, and love [[trade]].  They send [[liaison]]s to let you request goods and are generally a huge boon to any fortress.
+
* '''[[Main:Humans|Humans]]''': Humans are almost always friendly, and love [[trade]].  They send [[liaison]]s to let you request goods and are generally a huge boon to any fortress.
* '''[[Elf|Elves]]''': Elves are usually friendly and make fair trading partners, but have a [[Trade#Elves|particular ethos]] about trading.  They do not send a trade [[liaison]] and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.
+
* '''[[Main:Elves|Elves]]''': Elves are usually friendly and make fair trading partners, but have a [[Trade#Elves|particular ethos]] about trading.  They do not send a trade [[liaison]] and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.
* '''[[Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send [[siege]]s after your fort reaches 80 dwarves.  [[Trap]]ped entrances, [[Dog#War_Dogs|war dog]]s, and eventually a [[military]] will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.
+
* '''[[Main:Goblin|Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send [[siege]]s after your fort reaches 80 dwarves.  [[Trap]]ped entrances, [[Dog#War_Dogs|war dog]]s, and eventually a [[military]] will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.
* '''[[Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.
+
* '''[[Main:Kobold|Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.
  
 
====Elevation screen====
 
====Elevation screen====
Line 112: Line 112:
 
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.
 
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.
 
* ''Neutral''-aligned [[surroundings]] are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.
 
* ''Neutral''-aligned [[surroundings]] are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.
* Running water ([[river]]s, streams, and [[brook]]s) are a permanent source of [[water]]. [[Murky pool]]s and [[underground pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.
+
* Running water ([[river]]s, streams, and [[brook]]s) are a permanent source of [[water]]. [[Murky pool]]s and [[Main:underground pool|underground pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.
 
* [[Human]]s and [[Elf|elves]] are friendly, so an area they have access to is nice.
 
* [[Human]]s and [[Elf|elves]] are friendly, so an area they have access to is nice.
 
* [[Magma]] is cool (hah!), but not critical.
 
* [[Magma]] is cool (hah!), but not critical.
Line 146: Line 146:
  
 
Other useful skills to consider:
 
Other useful skills to consider:
* '''[[Cook]]:''' Cooks make prepared meals in the [[kitchen]], which helps you manage your food stock space.  Well-prepared meals are also valuable [[trade]] goods, and make dwarves happy when eaten.  Highly skilled cooks make better meals, and prepare meals faster.
+
* '''[[Main:Cook|Cook]]:''' Cooks make prepared meals in the [[kitchen]], which helps you manage your food stock space.  Well-prepared meals are also valuable [[trade]] goods, and make dwarves happy when eaten.  Highly skilled cooks make better meals, and prepare meals faster.
  
* '''[[Brewer]]:''' Brewers make [[Alcohol|booze]] in the [[still]].  Dwarves being dwarves, they need alcohol to operate at peak efficiency, and highly skilled brewers make better tasting booze and finish brewing faster.  Dwarves get happier when they drink good booze.
+
* '''[[Main:Brewer|Brewer]]:''' Brewers make [[Alcohol|booze]] in the [[still]].  Dwarves being dwarves, they need alcohol to operate at peak efficiency, and highly-skilled brewers make better tasting booze and finish brewing faster.  Dwarves get happier when they drink good booze.
  
* '''[[Herbalist]]:''' Herbalists gather food and seeds from [[shrub]]s in the local area.  Skilled herbalists pick faster and come away with far more food.  Where an unskilled herbalist will come away with one [[wild strawberry]] or none at all, a proficient herbalist will often pick 3 or 4, and sometimes 5.
+
* '''[[Main:Herbalist|Herbalist]]:''' Herbalists gather food and seeds from [[shrub]]s in the local area.  Skilled herbalists pick faster and come away with far more food.  Where an unskilled herbalist will come away with one [[wild strawberry]] or none at all, a proficient herbalist will often pick 3 or 4, and sometimes 5.
  
* '''[[Woodcutter]]:''' Woodcutters fell [[tree]]s for use by [[Carpenter|carpenter]]s.  Highly skilled woodcutters fell trees much faster.  However, since you don't need that much wood, you can get away with a normal (no tag) woodcutter just fine.
+
* '''[[Main:Woodcutter|Woodcutter]]:''' Woodcutters fell [[tree]]s for use by [[Carpenter|carpenter]]s.  Highly skilled woodcutters fell trees much faster.  However, since you don't need that much wood, you can get away with a normal (no tag) woodcutter just fine.
  
* '''[[Mechanic]]:''' Mechanics build and use [[mechanism]]s, which have myriad uses in [[trap]]s, [[lever]]s and some [[Machine component|machine]]s.  Highly skilled mechanics finish installing mechanisms much faster, and the mechanisms they build are of higher quality.  However, the quality of the mechanism primarily matters to beginning players for its [[trade]] value, and in early fortresses the need for mechanisms is usually so small that any dwarf can pick it up and handle it well enough.  Still, a solid choice, especially if you like [[trap]]s.
+
* '''[[Main:Mechanic|Mechanic]]:''' Mechanics build and use [[mechanism]]s, which have myriad uses in [[trap]]s, [[lever]]s and some [[Machine component|machine]]s.  Highly skilled mechanics finish installing mechanisms much faster, and the mechanisms they build are of higher quality.  However, the quality of the mechanism primarily matters to beginning players for its [[trade]] value, and in early fortresses the need for mechanisms is usually so small that any dwarf can pick it up and handle it well enough.  Still, a solid choice, especially if you like [[trap]]s.
  
* '''[[Armorsmith]], [[Weaponsmith]]:''' These become very important quickly if you want even decent weapons and armor and are annoying to train up from scratch.
+
* '''[[Main:Armorsmith|Armorsmith]], [[Main:Weaponsmith|Weaponsmith]]:''' These become very important quickly if you want even decent weapons and armor and are annoying to train up from scratch.
  
* '''[[Siege engineer]]''' is not useful at all in an early fortress, and far from ever being essential, but training an unskilled dwarf in it requires a lot of material and time.
+
* '''[[Main:Siege engineer|Siege engineer]]''' is not useful at all in an early fortress, and far from ever being essential, but training an unskilled dwarf in it requires a lot of material and time.
  
* '''Military skills ([[Wrestler]], [[Axedwarf]], [[Hammerdwarf]], etc.):''' Early on, it's unlikely that you'll need these, since there's generally very few things that will bother a band of dwarves who aren't hurting anyone, but certain places, such as those with a [[chasm]], will have hostile creatures around.  In these areas, you may consider giving your woodcutter the Axedwarf skill so he can use his chopping axe as a weapon. A miner can "pinch-hit", since the [[Mining]] skill also covers wielding a pick in combat, but the dwarves don't understand this yet, so a drafted miner will get unhappy [[thought]]s.
+
* '''Military skills ([[Main:Wrestler|Wrestler]], [[Main:Axedwarf|Axedwarf]], [[Main:Hammerdwarf|Hammerdwarf]], etc):''' Early on, it's unlikely that you'll need these, since there's generally very few things that will bother a band of dwarves who aren't hurting anyone, but certain places, such as those with a [[chasm]], will have hostile creatures around.  In these areas, you may consider giving your woodcutter the Axedwarf skill so he can use his chopping axe as a weapon. A miner can "pinch-hit", since the [[Mining]] skill also covers wielding a pick in combat, but the dwarves don't understand this yet, so a drafted miner will get unhappy [[thought]]s.
  
* '''Social skills ([[Appraiser]], [[Judge of Intent]], [[Consoler]], etc.):''' Putting these on one dwarf will make them a shoo-in for the Expedition Leader slot, and ranks in Appraiser and Judge of Intent will make interacting with the first caravan much easier.  However, even if you don't train this at all, some persistence in trading with the first caravan will level your leader up enough to trade with the second caravan like a champion.
+
* '''Social skills ([[Main:Appraiser|Appraiser]], [[Main:Judge of Intent|Judge of Intent]], [[Main:Consoler|Consoler]], etc):''' Putting these on one dwarf will make them a shoo-in for the Expedition Leader slot, and ranks in Appraiser and Judge of Intent will make interacting with the first caravan much easier.  However, even if you don't train this at all, some persistence in trading with the first caravan will level your leader up enough to trade with the second caravan like a champion.
  
 
Once again, examples can be found in the [[starting builds]] page.  What you bring is incredibly dependent on your play style, though.  Some people think bringing Mechanics along is a total waste of time, others consider them indispensable.  Some people like having skills that aren't even on this list, like [[Leatherworker]].  Read the starting builds, ask questions, and explore!  Who cares if your first idea doesn't work out after playing an hour?  Restarting is easy and ''losing is fun''.
 
Once again, examples can be found in the [[starting builds]] page.  What you bring is incredibly dependent on your play style, though.  Some people think bringing Mechanics along is a total waste of time, others consider them indispensable.  Some people like having skills that aren't even on this list, like [[Leatherworker]].  Read the starting builds, ask questions, and explore!  Who cares if your first idea doesn't work out after playing an hour?  Restarting is easy and ''losing is fun''.
Line 172: Line 172:
 
You'll need a couple of finished tools to get yourself started.
 
You'll need a couple of finished tools to get yourself started.
 
<ul>
 
<ul>
<li>'''[[Battle axe]]s''':  Every [[Wood cutter|Woodcutter]] needs an axe. Steel battle axes are the only type you can purchase on this screen, and they're expensive. You might want to bring just one, unless you expect to need a lot of lumber and/or axedwarf muscle.</li>
+
<li>'''[[Main:Battle axe|Battle axe]]s''':  Every [[Wood cutter|Woodcutter]] needs an axe. Steel battle axes are the only type you can purchase on this screen, and they're expensive. You might want to bring just one, unless you expect to need a lot of lumber and/or axedwarf muscle.</li>
<li>'''[[Pick]]s''': Likewise, [[Miner]]s need picks.  All picks work equally well, their material only determines the damage they do in combat.  Thus, copper picks are the budgeting dwarf's choice, at a paltry 20☼ each.</li>
+
<li>'''[[Main:Pick|Pick]]s''': Likewise, [[Miner]]s need picks.  All picks work equally well, their material only determines the damage they do in combat.  Thus, copper picks are the budgeting dwarf's choice, at a paltry 20☼ each.</li>
<li><p>'''[[Anvil]]''': One of the big questions to ask yourself is whether to bring an anvil on embark.  It's extremely expensive at 1000☼, but to start a [[metal]] industry, you will either have to start with one or request and purchase (or steal!) one from a [[caravan|caravan]] somewhere down the line.</p>
+
<li><p>'''[[Main:Anvil|Anvil]]''': One of the big questions to ask yourself is whether to bring an anvil on embark.  It's extremely expensive at 1000☼, but to start a [[metal]] industry, you will either have to start with one or request and purchase (or steal!) one from a [[caravan|caravan]] somewhere down the line.</p>
 
<p>Generally, if you are going to a very mountainous area where you're likely to see lots of ore and you want to be able to make use of it right from the get-go, bring an anvil.  If you're going to spend a few years getting your fortress established before worrying about metal production, drop it and bring more raw commodities.</p>
 
<p>Generally, if you are going to a very mountainous area where you're likely to see lots of ore and you want to be able to make use of it right from the get-go, bring an anvil.  If you're going to spend a few years getting your fortress established before worrying about metal production, drop it and bring more raw commodities.</p>
 
<p>One occasional problem is that axes and picks are absent entirely.  If this is the case (or you just don't want to spend all that money), you can bring the materials to [[make your own weapons]].</p>
 
<p>One occasional problem is that axes and picks are absent entirely.  If this is the case (or you just don't want to spend all that money), you can bring the materials to [[make your own weapons]].</p>
 
* If you want to save points and smelt the ore yourself, take copper nuggets instead of copper bars, and use the smelter to convert the ore into copper bars.
 
* If you want to save points and smelt the ore yourself, take copper nuggets instead of copper bars, and use the smelter to convert the ore into copper bars.
 
* A good alternative ore to bring along, and not much more expensive, is [[tetrahedrite]] - when [[Smelter|smelt]]ed, it yields one copper bar with a 20% chance of an additional [[silver]] bar each.  Silver is a good metal for [[metal crafter]]s, or you can have an unskilled worker forge a practice weapon out of silver for training - silver is tied with wood for the safest material for practice weapons, and you have to trade with elves for wooden ones.
 
* A good alternative ore to bring along, and not much more expensive, is [[tetrahedrite]] - when [[Smelter|smelt]]ed, it yields one copper bar with a 20% chance of an additional [[silver]] bar each.  Silver is a good metal for [[metal crafter]]s, or you can have an unskilled worker forge a practice weapon out of silver for training - silver is tied with wood for the safest material for practice weapons, and you have to trade with elves for wooden ones.
* Other mixes of ores, to create bronze or bismuth bronze, etc., are possible - as you learn about the game you'll decide what works best for you, and in what starting situations.
+
* Other mixes of ores, to create bronze or bismuth bronze, etc, are possible - as you learn about the game you'll decide what works best for you, and in what starting situations.
 
*Fuel and metal in hand, deconstruct the smelter (if needed; {{k|q}} to highlight, then {{k|x}} to deconstruct), and construct a [[metalsmith's forge]].  Make sure someone has [[weaponsmithing|weaponsmithing]] on.  After the forge is up, order it to make the axes and picks you need.  Deconstruct the forge when you're done and enjoy your new tools, hopefully with [[quality]] modifiers!</li>
 
*Fuel and metal in hand, deconstruct the smelter (if needed; {{k|q}} to highlight, then {{k|x}} to deconstruct), and construct a [[metalsmith's forge]].  Make sure someone has [[weaponsmithing|weaponsmithing]] on.  After the forge is up, order it to make the axes and picks you need.  Deconstruct the forge when you're done and enjoy your new tools, hopefully with [[quality]] modifiers!</li>
 
</ul>
 
</ul>
Line 185: Line 185:
 
====Raw materials====
 
====Raw materials====
 
As it was briefly covered above, sometimes it makes more sense to bring a lot of raw materials than some finished goods.  Raw materials are a lot cheaper than finished goods, and so long as you invest heavily in your dwarves' skills (which you should!), you can probably make better quality stuff, anyway.
 
As it was briefly covered above, sometimes it makes more sense to bring a lot of raw materials than some finished goods.  Raw materials are a lot cheaper than finished goods, and so long as you invest heavily in your dwarves' skills (which you should!), you can probably make better quality stuff, anyway.
*'''[[Stone]]''': Only bring this if you're trying to build some of your tools on the spot, as noted above.  Otherwise, you will get stone coming out of your ears once you start mining.
+
*'''[[Main:Stone|Stone]]''': Only bring this if you're trying to build some of your tools on the spot, as noted above.  Otherwise, you will get stone coming out of your ears once you start mining.
*'''[[Metal]]''': Generally not recommended.  However, if you're expecting trouble and you're bringing an anvil, bringing many bars of [[iron]] and [[charcoal]] in lieu of a [[Dwarven weapon#Battle_axe|battle axe]] can be a big boon.  If your dwarves can get to a spot that gives them a breather, a proficient [[weaponsmith]] or [[armorsmith]] could stamp out high-quality goods to give your dwarves a better fighting chance.  This is a pretty advanced trick to pull off, though, so don't try to pull it if you're not confident.
+
*'''[[Main:Metal|Metal]]''': Generally not recommended.  However, if you're expecting trouble and you're bringing an anvil, bringing many bars of [[iron]] and [[charcoal]] in lieu of a [[Dwarven weapon#Battle_axe|battle axe]] can be a big boon.  If your dwarves can get to a spot that gives them a breather, a proficient [[weaponsmith]] or [[armorsmith]] could stamp out high-quality goods to give your dwarves a better fighting chance.  This is a pretty advanced trick to pull off, though, so don't try to pull it if you're not confident.
*'''[[Wood]]''': Wood is a bargain at only 3☼ per log, and the 100 logs you can bring in exchange for a steel battle axe will last you a long time.  This is a great technique for making [[Wood cutter|Woodcutter]] unneeded in the early game, but you need to budget your wood use for the first year very carefully.  When you're out, you're out!
+
*'''[[Main:Wood|Wood]]''': Wood is a bargain at only 3☼ per log, and the 100 logs you can bring in exchange for a steel battle axe will last you a long time.  This is a great technique for making [[Wood cutter|Woodcutter]] unneeded in the early game, but you need to budget your wood use for the first year very carefully.  When you're out, you're out!
*'''[[Leather]]''':  Leather is cheap at 5☼ per for the cheapest.  Bring a few to make extra bags for gathering plants - don't worry if you don't have a [[leatherworker|leather worker]], you don't much care about a quality multiplier for bottom-value items like leather bags.  If you are going to make your own leather armor (early or later), consider bringing someone with leather working skill.
+
*'''[[Main:Leather|Leather]]''':  Leather is cheap at 5☼ per for the cheapest.  Bring a few to make extra bags for gathering plants - don't worry if you don't have a [[leatherworker|leather worker]], you don't much care about a quality multiplier for bottom-value items like leather bags.  If you are going to make your own leather armor (early or later), consider bringing someone with leather working skill.
  
 
====Consumables====
 
====Consumables====
 
Easily the most important part of your preparation is what you're going to eat, drink, and plant once you get on site.  Without food and booze, you're not going much of anywhere.
 
Easily the most important part of your preparation is what you're going to eat, drink, and plant once you get on site.  Without food and booze, you're not going much of anywhere.
*'''[[Food]]''': Most food comes at a mere 2☼ per unit, and 8 units will feed 1 dwarf for a year.  Bringing a year of food will give you a good cushion to getting your farms working, so aim for about 60 food if you can.  If you must cut back, though, 40 will be fine if you make your farms an early priority.  The best food staple to bring along is [[turtle]].  Turtle produces [[shell]] and [[bone]]s when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.  Further, shell is a common request for [[strange mood]]s and is a pain to produce, so getting some early could save yourself a failed mood and a dead dwarf.
+
*'''[[Main:Food|Food]]''': Most food comes at a mere 2☼ per unit, and 8 units will feed 1 dwarf for a year.  Bringing a year of food will give you a good cushion to getting your farms working, so aim for about 60 food if you can.  If you must cut back, though, 40 will be fine if you make your farms an early priority.  The best food staple to bring along is [[turtle]].  Turtle produces [[shell]] and [[bone]]s when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.  Further, shell is a common request for [[strange mood]]s and is a pain to produce, so getting some early could save yourself a failed mood and a dead dwarf.
 
*'''[[Alcohol|Booze]]''': Dwarves drink twice as often as they eat, and they always want to down some alcohol if at all possible.  They also like different kinds of alcohol.  Bring twice as much booze as you bring food, and divide it evenly among the 4 types of alcohol you can take (dwarven wine, dwarven beer, dwarven ale, dwarven rum). Even more nifty, check the booze preferences of your 7 dwarves on embark and allocate the 4 kinds accordingly. Plump helmets (wine) and pig tails (ale) are fast growing, so you might take less of those, particularly if no dwarf has a preference for them. Too much booze is a real barrel hogger but this problem is far off. More booze is better 99% of the time.
 
*'''[[Alcohol|Booze]]''': Dwarves drink twice as often as they eat, and they always want to down some alcohol if at all possible.  They also like different kinds of alcohol.  Bring twice as much booze as you bring food, and divide it evenly among the 4 types of alcohol you can take (dwarven wine, dwarven beer, dwarven ale, dwarven rum). Even more nifty, check the booze preferences of your 7 dwarves on embark and allocate the 4 kinds accordingly. Plump helmets (wine) and pig tails (ale) are fast growing, so you might take less of those, particularly if no dwarf has a preference for them. Too much booze is a real barrel hogger but this problem is far off. More booze is better 99% of the time.
*'''[[Seed]]s''': Your farms have got to start somewhere.  Definitely bring along [[plump helmet|plump helmet spawn]] (for food and booze) and [[pig tail]]s (for cloth ropes and booze variety).  How many you bring is dependent on how big you want your initial farms to be.  5 of each is plenty to feed your initial dwarves, and you will get more seeds any time the plants are consumed in any way ''except cooking''.  You may want to use the [[kitchen]] menu to disallow cooking of plump helmets until you have a healthy supply of seeds.  Or, alternatively, just don't make any prepared meals until you've got a healthy supply of seeds.  The other seed types require a lot more labor to use properly, and should probably wait until you have more dwarves in the fortress.  You can buy seeds from the dwarven caravan for almost nothing, but if you want a greater variety along, go for [[Quarry bush|rock nuts]].  The [[quarry bush]] that sprouts from it produces the greatest space to yield ratio in the game.  Eventually, though, you should be planting all 6 of the underground [[crop]]s at least.
+
*'''[[Main:Seeds|Seeds]]''': Your farms have got to start somewhere.  Definitely bring along [[plump helmet|plump helmet spawn]] (for food and booze) and [[Main:pig tail|pig tail]]s (for cloth ropes and booze variety).  How many you bring is dependent on how big you want your initial farms to be.  5 of each is plenty to feed your initial dwarves, and you will get more seeds any time the plants are consumed in any way ''except cooking''.  You may want to use the [[kitchen]] menu to disallow cooking of plump helmets until you have a healthy supply of seeds.  Or, alternatively, just don't make any prepared meals until you've got a healthy supply of seeds.  The other seed types require a lot more labor to use properly, and should probably wait until you have more dwarves in the fortress.  You can buy seeds from the dwarven caravan for almost nothing, but if you want a greater variety along, go for [[Quarry bush|rock nuts]].  The [[quarry bush]] that sprouts from it produces the greatest space to yield ratio in the game.  Eventually, though, you should be planting all 6 of the underground [[crop]]s at least.
  
 
Food and booze are stored in [[barrel]]s, with each type in its own barrel.  Since barrels have a 10-unit capacity, you can get a lot of free barrels by starting with many, many kinds of food in quantities which end in 1.  Barrels are important, and usually need wood to make, so it's worth it to use this quirk while you can by starting with at least one unit of every type of food.
 
Food and booze are stored in [[barrel]]s, with each type in its own barrel.  Since barrels have a 10-unit capacity, you can get a lot of free barrels by starting with many, many kinds of food in quantities which end in 1.  Barrels are important, and usually need wood to make, so it's worth it to use this quirk while you can by starting with at least one unit of every type of food.
Line 200: Line 200:
 
Seeds are stored in [[Container|Container]]s in multiples of 100, also by type. Bags are cheap and easy to make, and not as important as barrels, since making cloth bags is a good way to train up your [[clothier]], so it's not recommended to spend the extra to get 1 free bag.
 
Seeds are stored in [[Container|Container]]s in multiples of 100, also by type. Bags are cheap and easy to make, and not as important as barrels, since making cloth bags is a good way to train up your [[clothier]], so it's not recommended to spend the extra to get 1 free bag.
  
====[[Domestic animal|Domestic Animal]]s====
+
====[[Main:Domestic animal|Domestic Animal]]s====
 
Not only dwarves live in your fortress, after all.
 
Not only dwarves live in your fortress, after all.
*'''[[Dog]]s''':  Dogs are dwarf's best friend.  They can be trained into [[Dog#Hunting_Dogs|hunting dog]]s or [[Dog#War_Dogs|war dog]]s, require no food or maintenance, and make good pets for your dwarves.  Always bring at least 2.  Genders alternate when picking them up, so 2 will give you a breeding pair that will have more puppies freely.  They make fantastic security early and fantastic dwarfsaving distractions later on.  Dogs will happily lay down their lives to protect their master, which is huge when it means one of your best legendary dwarves is running away from an angry [[goblin]].
+
*'''[[Main:Dog|Dog]]s''':  Dogs are dwarf's best friend.  They can be trained into [[Dog#Hunting_Dogs|hunting dog]]s or [[Dog#War_Dogs|war dog]]s, require no food or maintenance, and make good pets for your dwarves.  Always bring at least 2.  Genders alternate when picking them up, so 2 will give you a breeding pair that will have more puppies freely.  They make fantastic security early and fantastic dwarfsaving distractions later on.  Dogs will happily lay down their lives to protect their master, which is huge when it means one of your best legendary dwarves is running away from an angry [[goblin]].
*'''[[Cat]]s''': Cats provide a wonderful function in controlling [[vermin]] in the fort.  Vermin can make your dwarves extremely unhappy, so some cats are more or less a requirement.  The largest problem with cats, however, is that their population is very difficult to control.  Cats will choose their own owners (without the dwarf in question's consent), and after they've done so, you cannot order them butchered to control their numbers.  The resulting [[catsplosion|population explosion]] can clutter hallways and murder your framerate.  The best thing to do is to put all stray cats and kittens in a [[cage]] (one will hold them all).  You can then butcher them without running the risk of the cats adopting dwarves before the butcher gets around to them, and if vermin start to get out of hand, you can always release one or two to help.  If you want vermin control from the start, bring just ONE cat so it cannot breed and cause a population problem early.  However, immigrants will very commonly bring their pet cats to the fortress, so if you can live with vermin early, you'll likely get a cat for free within a year.  Or, be prepared to cage and slaughter them aggressively for meat and hides - that can work too.
+
*'''[[Main:Cat|Cat]]s''': Cats provide a wonderful function in controlling [[vermin]] in the fort.  Vermin can make your dwarves extremely unhappy, so some cats are more or less a requirement.  The largest problem with cats, however, is that their population is very difficult to control.  Cats will choose their own owners (without the dwarf in question's consent), and after they've done so, you cannot order them butchered to control their numbers.  The resulting [[catsplosion|population explosion]] can clutter hallways and murder your framerate.  The best thing to do is to put all stray cats and kittens in a [[cage]] (one will hold them all).  You can then butcher them without running the risk of the cats adopting dwarves before the butcher gets around to them, and if vermin start to get out of hand, you can always release one or two to help.  If you want vermin control from the start, bring just ONE cat so it cannot breed and cause a population problem early.  However, immigrants will very commonly bring their pet cats to the fortress, so if you can live with vermin early, you'll likely get a cat for free within a year.  Or, be prepared to cage and slaughter them aggressively for meat and hides - that can work too.
 
*'''Beasts of burden (horses, muskoxen, cows, donkeys, & mules)''': You get two of these for free when you start the game - each one random as to sex and the five possible species (and mules don't breed).  Unlike cats, dwarves must choose to adopt beasts of burden, which they won't do unless you let them to do so (in z->animals menu).  That's fairly rare, so the vast majority of the beasts of burden in your fortress will stay strays. Many immigrants may bring useless animals with them though - as they are adopted already you can't butcher or cage them, but they can still help start a breeding program for meat, hides and bones.  You can also trade later for whatever the caravans bring. All newborns belong to the fortress, so you can do what you want with them.<br>
 
*'''Beasts of burden (horses, muskoxen, cows, donkeys, & mules)''': You get two of these for free when you start the game - each one random as to sex and the five possible species (and mules don't breed).  Unlike cats, dwarves must choose to adopt beasts of burden, which they won't do unless you let them to do so (in z->animals menu).  That's fairly rare, so the vast majority of the beasts of burden in your fortress will stay strays. Many immigrants may bring useless animals with them though - as they are adopted already you can't butcher or cage them, but they can still help start a breeding program for meat, hides and bones.  You can also trade later for whatever the caravans bring. All newborns belong to the fortress, so you can do what you want with them.<br>
  
Line 226: Line 226:
  
 
===Building workshops===
 
===Building workshops===
Time to get some work done!  Taking in raw materials and spitting out stuff that's useful: that's the name of the game for workshops.  You should start putting down workshops as soon as you have raw materials.  You'll need to get basic living provisions like [[bed]]s, [[table]]s, [[Throne|chair]]s, [[Container|chest]]s, and the like down for not only your first 7 dwarves, but the [[Immigration|immigrant]]s that could come at any time as soon as possible, so you can't waste any time.<br>
+
Time to get some work done!  Taking in raw materials and spitting out stuff that's useful: that's the name of the game for workshops.  You should start putting down workshops as soon as you have raw materials.  You'll need to get basic living provisions like [[bed]]s, [[Main:table|table]]s, [[Throne|chair]]s, [[Container|chest]]s, and the like down for not only your first 7 dwarves, but the [[Immigration|immigrant]]s that could come at any time as soon as possible, so you can't waste any time.<br>
  
[[Stone]] will show up from your miners digging.  Once you have an area with a decent amount of stone, you should get a [[mason's workshop]] built in the area.  Check the [[workshop]] page for full details if you have problems building one. The keyboard command is:
+
[[Main:Stone|Stone]] will show up from your miners digging.  Once you have an area with a decent amount of stone, you should get a [[Main:mason's workshop|mason's workshop]] built in the area.  Check the [[Main:workshop|workshop]] page for full details if you have problems building one. The keyboard command is:
 
* {{k|b}}uild order
 
* {{k|b}}uild order
 
* the {{k|w}}orkshops sub-menu
 
* the {{k|w}}orkshops sub-menu
Line 235: Line 235:
 
Once the workshop has been built by a dwarf with the [[Mason|masonry]] [[labor]], you can {{k|q}}uery the workshop to find out what it's current orders are, {{k|a}}dd or {{k|c}}ancel orders, set an existing order to {{k|r}}epeat,  order the workshop dismantled, and other tasks.
 
Once the workshop has been built by a dwarf with the [[Mason|masonry]] [[labor]], you can {{k|q}}uery the workshop to find out what it's current orders are, {{k|a}}dd or {{k|c}}ancel orders, set an existing order to {{k|r}}epeat,  order the workshop dismantled, and other tasks.
  
Add orders for a {{k|d}}oor, a {{k|t}}able, and a {{k|c}}hair. Stone chairs will show up as ''thrones'' in the orders.  They are exactly the same.  Then set each order to repeat.  This workshop will now make [[door]]s, [[table]]s, and [[throne|chair]]s until you tell it to stop.  You'll need a lot of these, so that's OK.
+
Add orders for a {{k|d}}oor, a {{k|t}}able, and a {{k|c}}hair. Stone chairs will show up as ''thrones'' in the orders.  They are exactly the same.  Then set each order to repeat.  This workshop will now make [[door]]s, [[Main:table|table]]s, and [[throne|chair]]s until you tell it to stop.  You'll need a lot of these, so that's OK.
  
 
Also build a [[carpenter's workshop]] near the wood stockpile you designated earlier, and tell it to make {{k|b}}eds.  Put this on {{k|r}}epeat, also.  The wood you brought along, even after disassembling your wagon, won't last long. If you brought along a [[Wood cutter|woodcutter]], now would be a good time to get him to chop down some trees.  Hit {{k|d}}esignations, and then hit chop down {{k|t}}rees.  Chopping designations work exactly like mining designations, but it will only highlight trees in the rectangle you give it.  Don't worry about chopping a ton of wood right now; trees don't go anywhere fast, so you can always come back for more.
 
Also build a [[carpenter's workshop]] near the wood stockpile you designated earlier, and tell it to make {{k|b}}eds.  Put this on {{k|r}}epeat, also.  The wood you brought along, even after disassembling your wagon, won't last long. If you brought along a [[Wood cutter|woodcutter]], now would be a good time to get him to chop down some trees.  Hit {{k|d}}esignations, and then hit chop down {{k|t}}rees.  Chopping designations work exactly like mining designations, but it will only highlight trees in the rectangle you give it.  Don't worry about chopping a ton of wood right now; trees don't go anywhere fast, so you can always come back for more.
Line 276: Line 276:
 
In the long term, you'll want your trade depot to be in a defensible spot. As it is 5x5 squares, and requires a 3-square wide path for the caravans to get in and out of it, you'll eventually want to spend some time thinking about its [[Defense guide|defense]]. Once the depot has been completed, you can check for depot access using the {{k|shift}}-{{k|D}} key.
 
In the long term, you'll want your trade depot to be in a defensible spot. As it is 5x5 squares, and requires a 3-square wide path for the caravans to get in and out of it, you'll eventually want to spend some time thinking about its [[Defense guide|defense]]. Once the depot has been completed, you can check for depot access using the {{k|shift}}-{{k|D}} key.
  
The first caravan will come in your first autumn: the dwarven caravan from the mountainhomes.  When it comes, the game will pause, you'll be notified, and the screen will center on the [[trading|caravan]].  If you do not have a depot, or they can't get to it, they will wait on the edge of the map for you to build a depot they can get to, or to clear the obstructions.  The two most common obstructions are [[tree]]s and [[boulder]]s.  Trees can be chopped down, and boulders can be eliminated by {{k|d}}esignating them to be {{k|s}}moothed.  This uses the [[stone detailing]] labor, so turn it on if you need.
+
The first caravan will come in your first autumn: the dwarven caravan from the mountainhomes.  When it comes, the game will pause, you'll be notified, and the screen will center on the [[trading|caravan]].  If you do not have a depot, or they can't get to it, they will wait on the edge of the map for you to build a depot they can get to, or to clear the obstructions.  The two most common obstructions are [[tree]]s and [[Main:boulder|boulder]]s.  Trees can be chopped down, and boulders can be eliminated by {{k|d}}esignating them to be {{k|s}}moothed.  This uses the [[stone detailing]] labor, so turn it on if you need.
  
 
After the caravan is on its way, you'll need to fill the depot with things to trade, and get a trader there to broker the negotiations.  Hit {{k|q}}uery over the depot and press {{k|g}} to start moving supplies.  Use the arrow keys to navigate the trade goods window.  If you've been making stone crafts, you'll want the ''crafts'' heading to make the game filter out the bins you've been filling.  Otherwise, you'll have to sift through every stone you've created while digging the fortress, which is a huge pain.  Press {{k|ENTER}} on the bins to mark them for trading, and some dwarves will come along to haul the bins to the depot.  Once that's taken care of, {{k|q}}uery the depot and {{k|r}}equest a trader there.  By default, only the broker will trade at the depot.  This is generally what you want, since brokers with better [[Appraiser|appraisal]] skills can see the worth of all the commodities and tend to get away with giving the caravan boss a lower profit margin on the trade.  Trading at the depot is a low-priority job, though, so you may have to turn off your broker's other labors temporarily to get him to respond to the request in a timely manner.  Once your broker is at the depot, {{k|q}}uery the depot and start {{k|t}}rading.
 
After the caravan is on its way, you'll need to fill the depot with things to trade, and get a trader there to broker the negotiations.  Hit {{k|q}}uery over the depot and press {{k|g}} to start moving supplies.  Use the arrow keys to navigate the trade goods window.  If you've been making stone crafts, you'll want the ''crafts'' heading to make the game filter out the bins you've been filling.  Otherwise, you'll have to sift through every stone you've created while digging the fortress, which is a huge pain.  Press {{k|ENTER}} on the bins to mark them for trading, and some dwarves will come along to haul the bins to the depot.  Once that's taken care of, {{k|q}}uery the depot and {{k|r}}equest a trader there.  By default, only the broker will trade at the depot.  This is generally what you want, since brokers with better [[Appraiser|appraisal]] skills can see the worth of all the commodities and tend to get away with giving the caravan boss a lower profit margin on the trade.  Trading at the depot is a low-priority job, though, so you may have to turn off your broker's other labors temporarily to get him to respond to the request in a timely manner.  Once your broker is at the depot, {{k|q}}uery the depot and start {{k|t}}rading.
Line 294: Line 294:
 
===Basic Defenses===
 
===Basic Defenses===
 
{{main|40d:Defense}}
 
{{main|40d:Defense}}
While not a major concern at first, it is always a good idea to think about how you are going protect your dwarves. From picking your location to establishing your fortress, always think about how you will defend your new home. Failure to incorporate this into your fortress can cause serious issues down the road. The good news is that it is relatively easy to setup basic defenses with only a few dwarves.
+
While not a major concern at first, it is always a good idea to think about how you are going protect your dwarves. From picking your location to establishing your fortress, always think about how you will defend your new home. Failure to incorporate this into your fortress can cause serious issues down the road. The good news is that it is relatively easy to setup basic defenses with only a few dwarfs.
  
 
When designing your defenses here are a few things to keep in mind.
 
When designing your defenses here are a few things to keep in mind.
* Limiting Access - The more ways there are into your fortress, the harder it is to defend. Most fortresses should have only one way to get in/out. This is usually an entrance hallway or some form of gate. The further your enemies have to travel to get to your dwarves, the more traps and military personnel you can put in their way to stop them from killing your dwarves. When designing an entrance system, make sure to keep in mind that your own dwarves will most likely pass by these defenses on their way to gather wood, plants and the spoils of the battlefield.
+
* Limiting Access - The more ways there are into your fortress, the harder it is to defend. Most fortresses should have only one way to get in/out. This is usually a entrance hallway or some form of gate. The further your enemies have to travel to get to your dwarves, the more traps and military personnel you can put in their way to stop them killing your dwarves. When designing an entrance system, make sure to keep in mind that your own dwarves will most likely pass by these defenses on their way to gather wood, plants and the spoils of the battlefield.
  
 
* Controlled isolation - Sometimes, you will need to cut yourself off from the world. This normally happens when you suddenly find yourself under siege without an adequate military to defend yourself. Since all creatures move the same way, simply putting a bridge or a line of floodgates at your entrance is a good way to cut off a siege while you build up your military. The key here is that you can control when to isolate your fortress. Do keep in mind that you will not be able to get migrants or caravans while isolated.
 
* Controlled isolation - Sometimes, you will need to cut yourself off from the world. This normally happens when you suddenly find yourself under siege without an adequate military to defend yourself. Since all creatures move the same way, simply putting a bridge or a line of floodgates at your entrance is a good way to cut off a siege while you build up your military. The key here is that you can control when to isolate your fortress. Do keep in mind that you will not be able to get migrants or caravans while isolated.
  
* Ranged Defense - While rare in the early part of the game, attacking parties will bring along a few archers. The thing to keep in mind that archers can shoot over moats and onto roofs. The easiest way to defend against archers is to use walls. Do your best to avoid long straight corridors since enemies can kill your dwarves as they either run away or run towards the archer. Adding a few corners go a long way in making enemy archers less dangerous. Also note that archers can shoot up and down z-levels. So if you have a multilevel structure outside, make sure to put a wall around the perimeter to prevent archers from being able to shoot your dwarves on the roof.
+
* Ranged Defense - While rare in the early part of the game, attacking parties will bring along a few archers. The thing to keep in mind that archers can shoot over moats and onto roofs. The easiest way to defend against archers is to use walls. Do your best to avoid long straight corridors since enemies can kill your dwarfs as they either run away or run towards the archer. Adding a few corners go a long way in making enemy archers less dangerous. Also note that archers can shoot up and down z-levels. So if you have a multilevel structure outside, make sure to put a wall around the perimeter to prevent archers from being able to shoot your dwarfs on the roof.
  
 
* Stopping the invasion - You've planned your entrance, and setup a way to isolate your fortress, now it is time to stop the invading force. This is usually done with either traps or military. The easiest way to defend your fortress is with traps. Since they don't move, you need to build a bottleneck or choke point to herd invaders over the traps. If you followed the directions above, you should already have a bottleneck in place. Your fortress entrance is a place that everyone must cross. Put a bunch of stone fall or cage traps here and you are ready to go. As a rule of thumb, any space that is 2-5 squares wide should be considered as a place to setup a bottleneck.
 
* Stopping the invasion - You've planned your entrance, and setup a way to isolate your fortress, now it is time to stop the invading force. This is usually done with either traps or military. The easiest way to defend your fortress is with traps. Since they don't move, you need to build a bottleneck or choke point to herd invaders over the traps. If you followed the directions above, you should already have a bottleneck in place. Your fortress entrance is a place that everyone must cross. Put a bunch of stone fall or cage traps here and you are ready to go. As a rule of thumb, any space that is 2-5 squares wide should be considered as a place to setup a bottleneck.
Line 317: Line 317:
  
 
* [[Indecisive's illustrated fortress mode tutorial]]
 
* [[Indecisive's illustrated fortress mode tutorial]]
* [[Tutorial:40d:Savok's first fortress playthrough|Savok's first fortress playthrough]]
+
* [[Main:Savok's first fortress playthrough|Savok's first fortress playthrough]]
 
* [http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newbie Tutorial for Dwarf Fortress]
 
* [http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newbie Tutorial for Dwarf Fortress]
  
Line 325: Line 325:
  
 
{{Starting FAQ}}
 
{{Starting FAQ}}
[[ru:Your first fortress]]
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: