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Editing DF2014 Talk:Ocean

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== Arctic ocean zero-point embark (a.k.a. Sea Ice NULL challenge) ==
 
== Arctic ocean zero-point embark (a.k.a. Sea Ice NULL challenge) ==
  
1. Embark close to caravan time. If dwarven, starting on the last two weeks of summer should give you enough time to make a trade before your dwarves die of thirst. Human caravans arrive in summer so if you're playing humans via a mod, adjust to the last two weeks of spring, etc. You can control your embark time somewhat by repeatedly retiring and unretiring your site, or by playing a different fort for a while then retiring it in time to start this one. By default, retiring moves the entire world's time by two weeks.
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1. Embark close to caravan time. If dwarven, starting on the last two weeks of summer should give you enough time to make a trade before your dwarves die of thirst. Human caravans arrive in summer so if you're playing humans via a mod, adjust to last two weeks of spring, etc. You can control your embark time somewhat by repeatedly retiring and unretiring your site, or by playing a different fort for a while then retiring it in time to start this one. By default, retiring moves the entire world's time by two weeks.
  
 
2. Immediately pause the game so you can assign labors, then deconstruct your wagon. Unpause.
 
2. Immediately pause the game so you can assign labors, then deconstruct your wagon. Unpause.
  
3. Build: a butcher, a tanner, and a craftsman's workshop. Make a food stockpile, then slaughter your draft animals. Make bone crafts out of ALL the bones, hooves, etc. (and totems out of the skulls) so you have something to trade to the caravan. Deconstruct the butcher and build a kitchen. Make lavish meals out of the meat.
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3. Build: a butcher, a tanner, and a craftsman's workshop. Make a food stockpile, then slaughter your draft animals.
  
4. Your dwarves will tan the hides. Once they finish, deconstruct the tanner, then build a farmer's workshop. Spin the hair into thread.
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4. Your dwarves will tan the hides. Once they finish, deconstruct the tanner and butcher, then build a kitchen and a farmer's workshop.
  
5. Once the meals are cooked, deconstruct the kitchen and build a leatherworks. Make bags out of the leather.
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5. Make bone crafts out of ALL the bones, hooves, etc. (and totems out of the skulls) so you have something to trade to the caravan. Make lavish meals out of the meat. Spin the hair into thread. Once the meals are cooked, deconstruct the kitchen and build a leatherworks. Make bags out of the leather.
  
 
6. On the last day of summer, deconstruct the three workshops and build a trade depot. You can save at this point if you want to be anal about crafting up to the absolute last minute you can before the caravan arrives. Otherwise, wait for the caravan. Note that you still have time to craft even after the caravan arrives: on your first trade, you can buy a pick and mine ice, or buy a piece of construction material, and then build workshops to continue making trade fodder until the caravan leaves.
 
6. On the last day of summer, deconstruct the three workshops and build a trade depot. You can save at this point if you want to be anal about crafting up to the absolute last minute you can before the caravan arrives. Otherwise, wait for the caravan. Note that you still have time to craft even after the caravan arrives: on your first trade, you can buy a pick and mine ice, or buy a piece of construction material, and then build workshops to continue making trade fodder until the caravan leaves.

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