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Editing 40d:Starting build design

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{{Quality|Superior|10:56, 18 May 2015 (UTC)}}
 
{{av}}
 
 
These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.
 
These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.
  
 
See [[starting builds]] for a general discussion of this topic.
 
See [[starting builds]] for a general discussion of this topic.
  
==Tricks and Tactics==
+
==A basic build ==
 
 
Many of these can be adapted into most any other build philosophy.
 
 
 
===Free Equipment===
 
See [[Starting_build#Free_Equipment]]
 
 
 
===(War)dogs as (early) military===
 
Rather than worry about risking your dwarves, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarves do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.
 
 
 
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarves do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]].
 
 
 
=== Everyone Mines ===
 
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!
 
 
 
''(Compare with DIY, next)''
 
 
 
===DIY Tools & Weapons===
 
 
 
Rather than buy no-[[quality]] copper [[pick]]s and a no-quality [[steel]] [[axe]], some players choose to save money and forge some (or all) of these on site.  The savings of buying the ore (or just the metal bars) can be huge, and with a proficient [[weaponsmith]] the improvement in quality can be significant.  It also adds to [[created wealth]] instead of imported wealth.
 
 
 
See [[Do it yourself]] for a full discussion.
 
 
 
(Note: A single copper pick is cheap and not a bad investment, unless looking for a [[challenge]].)
 
 
 
===Chopping wood is dangerous!===
 
Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.
 
 
 
===Booze by popular demand===
 
Many of your starting 7 dwarves may show a [[preference]] for one [[booze]] over all others. Since it all costs the same, bringing more of those types of booze can give them slightly happier [[thought]]s (until that type runs out).  Be cautious of bringing too much [[dwarven wine]] if you are going to rely heavily on [[plump helmet]]s for food and drink - dwarves don't like drinking the same wine all the time (even their favorite?) so bringing variety now is a good call.
 
 
 
==Full Builds==
 
Many of these builds are extremely specific, some overly so. Some have good reasons (and hopefully those are stated), but thoughtfully adapting and tweaking to your playstyle and preferences is encouraged.
 
 
 
===A basic build ===
 
  
 
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.
 
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.
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* 1 carpenter/woodcutter
 
* 1 carpenter/woodcutter
 
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.
 
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.
* either a herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.
+
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.
 
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.
 
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.
  
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* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such
 
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such
 
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.
 
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.
* 30 [[plump helmet]]s - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].
+
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].
 
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s
 
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s
* 20 [[plump helmet]] spawn - for planting.
+
* 20 [[plump helmet spawn]] - for planting.
 
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.
 
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.
 
* (optional) other kinds of [[seed]]s and rock nuts
 
* (optional) other kinds of [[seed]]s and rock nuts
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If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].
 
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].
  
=== Metalbashing/Glassworking ===
+
== Metalbashing/Glassworking ==
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal as well but large coal seams or a forest will also suffice.  A site with [[sedimentary]] [[layer]]s and [[flux]] should mean nearly unlimited [[steel]].  Any site with [[sand]] (not "loamy sand" or the like) will permit [[glassmaker|glassworking]].  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
+
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal but large coal seams or a forest will also suffice.  A site with sedimentary and flux should mean nearly unlimited steel.  Any site with [[sand]] (not "loamy sand" or the like) will permit glassworking.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
  
 
'''Skills'''
 
'''Skills'''
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A "moderate start" would split the differences.
 
A "moderate start" would split the differences.
  
===Do it yourself ===
+
== Everyone Mines ==
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  This is both weapons/tools and seeds - you just don't need a lot of seeds if you have a half-decent [[Grower]].  Read the [[Make your own weapons]] article for more info and possible variations on the tools, and [[grower]] for an idea of how fast seeds can multiply.
+
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!
 +
 
 +
==Do it yourself ==
 +
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  Read the [[Make your own weapons]] article for more info and possible variations.
  
 
The skill mix leans toward military and metal bashing, but has room for something else.
 
The skill mix leans toward military and metal bashing, but has room for something else.
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This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.
 
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.
  
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarves take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce.  
+
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce.  
  
 
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''
 
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''
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:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)
 
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)
 
* Seeds:  
 
* Seeds:  
:*  3 Plump Helmet spawn (solid starting crop; you'll have more seeds after brewing the PH's below)
+
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)
:*  3 seeds each x other 4 crop seeds for the rest (enough to get started, they'll multiply after season one)
+
:*  6 Quarry bush seeds (the best food producer)
 +
:*  3 x 3 crop seeds for the rest (enough to get started, they'll multiply after season one)
 
:*  2 Dimple cup seeds (not a food crop, just enough to get started)
 
:*  2 Dimple cup seeds (not a food crop, just enough to get started)
 
* Food:
 
* Food:
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With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.
 
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.
  
===A Generalist Build===
+
==Chopping wood is dangerous!==
 +
This can be adapted to most any other build.  Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.
 +
 
 +
==(War)dogs as (early) military==
 +
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.
 +
 
 +
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]].
 +
 
 +
==A Generalist Build==
 
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free "slots" to buy to max proficiency, this can form the backbone of a build for nearly any playing style.
 
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free "slots" to buy to max proficiency, this can form the backbone of a build for nearly any playing style.
  
Line 221: Line 197:
 
:Fairly self-explanatory.
 
:Fairly self-explanatory.
  
===Yet another basic build===
+
==A Military Build==
Because everybody else on the internet is wrong, you know.
+
Embarking on a dangerous area and anticipate needing a military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves free to fight full-time.
 
 
'''Skills'''
 
 
 
Dwarf 1: Competent Miner / Gem Cutter / Glassmaker (if sand) / Stone Crafter (if not)
 
Since mining is not a full-time job, allowing one of your miners to either make glass, stone crafts or cut gems is a good way to stop them from slacking off.
 
 
 
Dwarf 2: Competent Miner / Furnace Operator / Novice Building Designer / Metal Crafter / Metalsmithing
 
Again, your miner isn't always busy, so let them handle the furnace and make some nice metal stuff.
 
 
 
Dwarf 3: Competent Wood Cutter / Herbalist / Competent Axedwarf / (Ambusher / Thresher / Cook)
 
Your woodcutter should collect outside plants, to allow saplings to grow. Axedwarf means thieves and wild animals can be dealt with. Ambusher is useful for supplying you with meat and leather, while Thresher and Cook allow for a variety of crops to be used.
 
 
 
Dwarf 4: Skilled Grower / Skilled Brewer / (Thresher / Cook)
 
Growing and brewing are both part-time jobs, so combine them. Depending on what you gave your woodcutter, give the farmer the other option between threshing and cooking.
 
 
 
Dwarf 5: Competent Mason / Mechanic / (Stone Crafter / Gem Cutter)
 
A mason should be busy making furniture, but mechanisms are always important, especially before you have a military. Stone Crafter or Gem Cutter are filler, but don't use them if you have them on a miner.
 
 
 
Dwarf 6: Competent Carpenter / Wood Crafter / (Competent Bowyer / Proficent Siege Engineer)
 
Carpenting, wood crafting and either crossbow-making or siege engineering go hand in hand. Make sure your dwarf has good siege engineering, quality is important and wood is limited.
 
 
 
Dwarf 7: Skilled Weaponsmith / Skilled Armorsmith / (Appraiser / Bookkeeper)
 
High-quality weapons and armor are always a boon to a fortress, but hard to train efficiently. If you aren't going to be forging for a while, make him your broker or bookkeeper.
 
 
 
'''Items'''
 
1 Anvil
 
1 Steel battle axe
 
2 Copper picks
 
21 of each alcohol except dwarven wine
 
11 Plump helmets
 
10 Plump hemet spawn
 
10 Sweet pod seeds / Rock nuts / Pig tail seeds (depending on preference)
 
1 unit of every 2* meat/fish
 
1 cat
 
2 dogs
 
The rest of your points can be spent at your discretion, although I recommend taking wood, ore, pretty colored stone, more alcohol/food or metal bars.
 
 
 
===A Military Build===
 
Embarking on a predictably dangerous area and you ancticipate needing a more serious military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves ready for full-time duty as needed.
 
  
 
'''Skills'''
 
'''Skills'''
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:Fairly self-explanatory.
 
:Fairly self-explanatory.
  
==The fast way to cheap meats==
+
==Cheap meats to start with==
 
 
Many players always start with "1" of as many cheap types of meat and fish as they can, for the barrels. It can save time to create an Embark Profile for this purpose. Edit the following into the profile in .\data\init\embark_profiles.txt, add a significant TITLE if there is not already one, save that file and then ''close and restart'' DF.
 
 
 
See [[Starting_build#Saving_a_starting_mix|Saving a starting mix]] for more information.
 
  
Different starting dwarven [[civilization]]s may have different availabilities. When selecting an Embark Profile, the game will automatically direct you to the "[[Starting_build#.22Prepare_for_the_Journey_Carefully.22|Prepare for the Journey Carefully]]" screen. Items unavailable from a chosen starting profile will be announced '''in red'''.
+
To have a saved profile always start with 1 of every available meat which costs 2 bucks each to take advantage of the free barrels, edit the following into the profile in .\data\init\embark_profiles.txt
 
 
If you wish more than "1" of something - perhaps 11 turtle, for instance, for the [[shell]]s (and ''two'' barrels!), then change the number after "ITEM:" to that value.
 
 
 
Remember - the TITLE is '''only''' if you are '''not''' adding this to an existing profile!
 
 
 
''This first group are all the 2 dwarfbuck meats:''
 
 
 
 
 
[TITLE:CHEAP DWARFBUCK MEATS]<br /><br />
 
  
 +
[ITEM:1:FISH:NONE:TURTLE:NONE]<br>
 
[ITEM:1:MEAT:NONE:CAT:NONE]<br>
 
[ITEM:1:MEAT:NONE:CAT:NONE]<br>
 
[ITEM:1:MEAT:NONE:DOG:NONE]<br>
 
[ITEM:1:MEAT:NONE:DOG:NONE]<br>
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[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]<br>
 
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]<br>
 +
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]<br>
 
[ITEM:1:MEAT:NONE:GORILLA:NONE]<br>
 
[ITEM:1:MEAT:NONE:GORILLA:NONE]<br>
 
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]<br>
 
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]<br>
Line 333: Line 259:
 
[ITEM:1:MEAT:NONE:MANDRILL:NONE]<br>
 
[ITEM:1:MEAT:NONE:MANDRILL:NONE]<br>
 
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]<br>
 
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]<br>
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]<br>
 
 
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]<br>
 
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]<br>
[ITEM:1:MEAT:NONE:RACCOON:NONE]<br><br />
+
[ITEM:1:MEAT:NONE:RACCOON:NONE]<br>
 
 
 
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]<br>
Line 365: Line 289:
 
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]<br>
 
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]<br>
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]<br><br />
+
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]<br>
 
 
[ITEM:1:FISH:NONE:TURTLE:NONE]<br><br />
 
 
 
''Add the next directly with the above to include all 4 dwarfbuck meats...''{{verify}}<br />
 
 
 
 
 
[ITEM:1:MEAT:NONE:BEAK_DOG:NONE]<br />
 
[ITEM:1:MEAT:NONE:CAMEL_1_HUMP:NONE]<br />
 
[ITEM:1:MEAT:NONE:CAMEL_2_HUMP:NONE]<br />
 
[ITEM:1:MEAT:NONE:COW:NONE]<br />
 
[ITEM:1:MEAT:NONE:ELK:NONE]<br />
 
[ITEM:1:MEAT:NONE:BLENDEC_FOUL:NONE]<br />
 
[ITEM:1:MEAT:NONE:MOLE_GIANT:NONE]<br />
 
<!-- Grimelings leave no meat-->
 
[ITEM:1:MEAT:NONE:WOLF_ICE:NONE]<br />
 
[ITEM:1:MEAT:NONE:MUSKOX:NONE]<br />
 
[ITEM:1:MEAT:NONE:MOLE_DOG_NAKED:NONE]<br />
 
[ITEM:1:MEAT:NONE:RAT_LARGE:NONE]<br />
 
[ITEM:1:MEAT:NONE:RAT_GIANT:NONE]<br />
 
<!-- Satyrs are not-butcherable, no meat-->
 
[ITEM:1:MEAT:NONE:WARTHOG:NONE]<br />
 
[ITEM:1:MEAT:NONE:WOLF:NONE]<br />
 
[ITEM:1:FISH:NONE:FISH_CAVE:NONE]<br><br />
 
 
 
[ITEM:1:FISH:NONE:LOBSTER_CAVE:NONE]<br><br />
 
  
 
==Challenge Builds==
 
==Challenge Builds==
If you feel you've got DF mastererd ([[fun|heh]]) and really want a challenge, then consider a [[challenges|challenge build]].
+
If you want a challenge try some [[Challenges]].
  
{{Category|Guides}}
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[[Category:Guides]]
{{Category|Fortress defense| }}
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[[Category:Fortress defense| ]]
{{Category|World}}
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[[Category:World]]
{{Category|Design}}
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[[Category:Design]]

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