<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Andrewas</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Andrewas"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Andrewas"/>
	<updated>2026-04-03T19:41:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Color&amp;diff=92719</id>
		<title>v0.31:Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Color&amp;diff=92719"/>
		<updated>2010-04-14T15:58:07Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=89986</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=89986"/>
		<updated>2010-04-11T22:32:08Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[40d:Mine|Mine]] for long enough and you'll find yourself surrounded with various [[40d:stone|stone]]s and [[40d:ore|ore]]s. How do you get rid of them?&lt;br /&gt;
&lt;br /&gt;
Here follow several '''stone management''' techniques.&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Dump ===&lt;br /&gt;
This method is easy and useful. However, some view it as an exploit, and it may not be allowed in later versions.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
# Make a [[40d:zone|zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[40d:workshop|workshop]]s, and mark it as a garbage dump. &lt;br /&gt;
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping.  Alternatively, use the stocks menu (faster for mass dumping, but requires some [[40d:bookkeeper|bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[40d:Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!&lt;br /&gt;
# A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
* '''Advantage''': No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. So basically, mark all the stones you want dumped and they will be dumped. You are now able to place '''all''' the stones and ores in the fortress on 1 tile.&lt;br /&gt;
* '''Disadvantage''':&lt;br /&gt;
** Every dumped stone will be marked as &amp;quot;[[40d:Forbidden|Forbidden]]&amp;quot;, and will not be used in stone production. Use the stocks menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[40d:Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''&lt;br /&gt;
** Anything else you dump, will end up on those piles too.&lt;br /&gt;
** Take care not to lose overview if you use several or temporary dumps.&lt;br /&gt;
&lt;br /&gt;
=== Paving Floors ===&lt;br /&gt;
Instead of [[40d:smoothing|smoothing]] rock to turn cavern floors into smooth floors, you can build a rough block floor on top of a cavern floor, a process known as 'paving'. Unlike smoothing, this uses up a stone. Since digging out a tile produces at most one stone, and it takes a stone to pave the resulting floor, it is possible to guarantee you will never have a surplus of stone as a resulting of digging alone. Building stone floors requires the [[40d:mason|masonry]] skill, but takes very little time. Idle dwarves with the masonry labor enabled can pave a large area in very little time, even if they have no masonry experience at all. It is best to start by paving floors where there are no stones, since dwarves are easily confused and will suspend construction of a floor with a stone on it if they can't find a place to move the stone first.&lt;br /&gt;
&lt;br /&gt;
*'''Disadvantage:''' This approach will not allow you to engrave the floor unless you remove the paving first. Likewise, you will not be able to build walls, ramps, stairs, or fortifications on the floor until you remove the paving. If you choose to remove the paving, you'll get all of your raw materials back, meaning you'll still need to find a place to put them, or use some other way to deal with them.&lt;br /&gt;
&lt;br /&gt;
=== Stone Hallways ===&lt;br /&gt;
Designate all your hallways as stone stockpiles.  Since stone is a raw material, it has no quality score and will not be affected by the [[40d:wear|wear]] sometimes caused by excessive traffic.  If you're playing on a level with [[40d:flux|flux]] ([[40d:limestone|limestone]], [[40d:calcite|calcite]], [[40d:dolomite|dolomite]], [[40d:chalk|chalk]], or [[40d:marble|marble]]) or [[40d:obsidian|obsidian]], you could set up custom stockpiles for those higher-value stones in the hallway near your [[40d:masonry|masonry]].  This will make it easier for your mason to build high-value [[40d:Door|doors]] and [[40d:Table|tables]].  This method works even better if all the stone stockpiles that ''aren't'' near the mason are also custom stockpiles set to allow everything ''but'' the aforementioned valuable stones.  Then whenever a valuable stone is dug up, it will either go to a stockpile near your masonry or sit there until a spot becomes free.&lt;br /&gt;
&lt;br /&gt;
Note that to use flux stones or obsidian as described above, you must press ''z'' for the status menu, then go to &amp;quot;stones&amp;quot;, and enable whatever economic stones you want to build with.&lt;br /&gt;
&lt;br /&gt;
=== Magma melting ===&lt;br /&gt;
&lt;br /&gt;
If you wish to get rid of the stone permanently, create a magma channel through your fort and mark the edge as a garbage pit.  Any stone disposed of will be chucked into the magma, melt (except [[40d:Bauxite|Bauxite]], but in a fortress with magma you'll probably want to save it for [[40d:magma-safe|magma-safe]] mechanisms), and be gone from your fortress forever.  Of course, the disadvantage is that for anything else you mark as garbage (except for other items that aren't magma-safe) will also be lost forever. Another technique to remove stone is to build a stone stockpile in a channeled room. You will want to dig stairs down there to stock the stockpile. You then dig a tunnel to the magma source and flood the room. Not only will it melt the stone but you could then build forges, smelters and what have you in the room above it.&lt;br /&gt;
&lt;br /&gt;
=== Chasm dump ===&lt;br /&gt;
If the dwarves are instructed to dump the stone into a garbage zone adjacent to bottomless lava or chasm, that stone will be thrown over the edge and will fall off the bottom of the map and journey to the center of the Earth.&lt;br /&gt;
&lt;br /&gt;
=== Catapult ===&lt;br /&gt;
&lt;br /&gt;
Build a [[40d:catapult|catapult]] (or three), and assign dwarves to keep firing stones into walls, or at [[40d:camel|camel]]s.  This destroys the stone and also trains the dwarves in [[40d:Siege operator|siege operating]].&lt;br /&gt;
&lt;br /&gt;
=== Rock chute ===&lt;br /&gt;
&lt;br /&gt;
You can dig a [[40d:channel|channel]], and make a [[40d:zone|zone]] over an adjacent tile. Mark it as a garbage dump, and dwarves will dump stones flagged for dumping down the channel. The stones will end up in the bottom tile.&lt;br /&gt;
&lt;br /&gt;
=== Rock crusher ===&lt;br /&gt;
&lt;br /&gt;
Similar to the rock chute, but build a [[drawbridge]] in the pit and a [[pressure plate]] at the entrance to the chute, linked to the bridge. Make sure you set the pressure plate to trigger on citizens. Alternately, just link it to a [[lever]] and pull it every once in a while. Mark the channel and empty tile as a dump zone. When a stone is dropped, the drawbridge will crush the stone, permanently destroying it. Note: make sure the bridge is '''up''' when stones are dumped down it, or it will fling stone back up the channel. To achieve this, you will need to hook up another lever, and pull it once before any dwarves go on the pressure plate.&lt;br /&gt;
&lt;br /&gt;
 Level Z:&lt;br /&gt;
 =====&lt;br /&gt;
 ==.==&lt;br /&gt;
 == ==&lt;br /&gt;
 ==^==&lt;br /&gt;
&lt;br /&gt;
 Level Z-1:&lt;br /&gt;
 =====&lt;br /&gt;
 =BBB=&lt;br /&gt;
 =BBB=&lt;br /&gt;
 ==D==&lt;br /&gt;
&lt;br /&gt;
 . - Channel&lt;br /&gt;
 = - Wall&lt;br /&gt;
 ^ - Pressure plate&lt;br /&gt;
 B - Drawbridge - make sure to set to raise while constructing, as opposed to retract.&lt;br /&gt;
 D - Door - keep locked to avoid accidentally crushing dwarves&lt;br /&gt;
&lt;br /&gt;
=== Making use of stone ===&lt;br /&gt;
&lt;br /&gt;
Use your [[40d:mason|mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This builds up your mason's skill, and the furniture gives your dwarves good [[40d:thoughts|thoughts]].&lt;br /&gt;
&lt;br /&gt;
Skilled [[40d:Craftsdwarf|Craftsdwarf]]s can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of tons of crafts. As long as you have bins, managing a stockpile of finished goods is easy. Crafts can be sold to foreign [[40d:trade|trade]]rs, who have plenty of room for a lot of goods. &lt;br /&gt;
&lt;br /&gt;
You can also use stones (or blocks) to build large structures above ground, and floors over areas such as sand, silt, or loam.  The [[40d:construction|construction]] interface might be slow, but not only do you use up the stone from your excavations, but you can also create usable indoor space without having to mine any additional stone. &lt;br /&gt;
&lt;br /&gt;
Building [[40d:trap|trap]]s can use up stone as well. [[40d:Mechanism|Mechanism]]s are also made of stone, and a stone-fall trap requires one mechanism and one stone.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding clutter ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of [[40d:barrel|barrel]]s and [[40d:bin|bin]]s to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
However, unskilled miners also have a low chance of creating valuable stones and gems when they dig out a tile.  It may require some micromanagement to prevent unskilled miners from wasting potentially valuable materials. &lt;br /&gt;
&lt;br /&gt;
Building in [[40d:soil|soil]], rather than stone, avoids the problem of stone altogether. Soil walls and floors cannot be smoothed, which makes it a bad choice for bedrooms and dining halls. &lt;br /&gt;
&lt;br /&gt;
=== Stone Stockpile ===&lt;br /&gt;
'''This is not a recommended method due to space and time requirements.'''&lt;br /&gt;
&lt;br /&gt;
Build a large [[40d:stockpile|stockpile]] for stone away from your fortress. Dwarves will carry stones out to the stockpile, and they will no longer clutter up your fortress. The stockpile needs to be placed somewhere without stones, because only one stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
=== Block Stockpile ===&lt;br /&gt;
Simply have the stone cut into blocks then stockpiled. As long as you have enough bins, this works quite well, since 10 blocks can be stored in a single bin. Depending on the rate you mine out the fortress, you may need several (Or even a dozen) Mason workshops. Just set them up wherever you want the stone cleared, and have them removed when they are no longer sitting amidst a pile of stone. This will also train up extra masons, which is helpful if you decide to make any large scale constructions. &lt;br /&gt;
&lt;br /&gt;
A word of warning: The maximum number of artifacts your fortress will produce is based on the lowest of two numbers: mined out rock, and items produced. If you use this method to mine out a huge area, make sure you're prepared for the artifacts which could skyrocket your wealth very early, leading to [[40d:siege|siege]]s, [[40d:noble|noble]]s, huge [[40d:immigrant|immigrant]] waves, and [[40d:fun|fun]].&lt;br /&gt;
&lt;br /&gt;
== Reasons for managing stone ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile. Alternatively, if the top Z level comprises soil/loam rather than rock, then you can clear it out for stockpiles without worrying about stones filling the new space.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Many players find the fortress more enjoyable to look at if it looks nice and uniform. Random stones lying about are clutter which block the view of a tile (including any [[40d:water|water]] or [[40d:magma|magma]] in it) and prevent stockpiles from being filled.  Create smooth clear floor for a leaner, fitter, happier fortress.&lt;br /&gt;
:Note: this can now be negated by designating the freshly mined stone as {{k|h}}idden - using the commands {{k|d}}esignate {{k|b}}uilding {{k|h}}idden. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
=== Stocks Screen Lag ===&lt;br /&gt;
If there are a large number of a certain type of item, selecting it on the [[40d:stocks|stocks]] screen will cause it to pause for a while as it processes them all, making it a pain to move past it to another category.  Stones are the most common offender in this way, and the stone category's proximity to some of the most useful other ones - namely [[40d:bar|bar]]s - can cause a great deal of annoyance.  Reducing the number of stones in existence (including those used for building) will reduce this lag.&lt;br /&gt;
&lt;br /&gt;
=== Construction Problems ===&lt;br /&gt;
If you designate constructions in multiple tiles containing stone, the stone for one construction will often be allocated from a different tile, and if the construction on that other tile is processed first, the dwarf will be unable to move the stone out of the way (as it is already assigned to a task) and will suspend its construction. This can get very annoying if you are building a 10x10 floor, for example, because you have to constantly check each tile for suspension.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=89983</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=89983"/>
		<updated>2010-04-11T22:28:54Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Link to 40d equivalent through av template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
In version 0.31.01, soap production is only possible by going through the manager screen.&lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser)&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician)&lt;br /&gt;
:* {{l|Surgery}} (Surgeon)&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor)&lt;br /&gt;
:* {{l|Suturing}} (Suturer)&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
First, hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Next you will want to place enough beds in that zone to ensure you can keep dwarves who are unable to walk in the hospital. After this is done, build containers ({{k|b}}-{{k|h}}); bags and/or chests. These are essential since it is where hospital supplies are stashed. You will need several containers to store all items listen on the {{k|i}}-{{k|H}} menu like thread, cloth and buckets. Note that it's fine to store, say, a wooden crutch in a silk bag. From that menu you are also able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. This may be a bit buggy as more cloth and thread are stored than you order. Could also be due to the new unit system. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for some doctor dwarves, and you should be pretty much set.&lt;br /&gt;
&lt;br /&gt;
Healthcare will also require a source of water to clean wounds.  While they are capable of taking a bucket and gathering it from the nearest source, note that swamp water from a murky pool will vastly increase your chance of infection (though {{l|soap}} can offset this to a degree.)  It is unknown at the moment whether dwarves will intelligently choose a clean water source when both clean and dirty water are available.&lt;br /&gt;
&lt;br /&gt;
==Broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a kiln or magma kiln from gypsum, alabaster, selenite or satinspar and an empty bag by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}. &lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|plaster powder}}&lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* The game crashes when removing (X) a hospital zone that contains beds&lt;br /&gt;
* When a patient is diagnosed and treated, some wounds may heal before treatment occurs. If this happens, the surgery/suturing/etc jobs will never complete, and the patient will never be deemed healed. You now have a permanent invalid.&lt;br /&gt;
* Gypsum powder is not stored at the hospital.&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work.&lt;br /&gt;
* The hospital often stores more materials than are assigned.&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanisms&amp;diff=89333</id>
		<title>v0.31:Mechanisms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanisms&amp;diff=89333"/>
		<updated>2010-04-11T00:52:52Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Textile_industry&amp;diff=88694</id>
		<title>40d:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Textile_industry&amp;diff=88694"/>
		<updated>2010-04-10T03:32:01Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making [[40d:thread|thread]] and [[40d:cloth|cloth]] of both [[40d:plant fiber|plant fiber]] and [[40d:silk|silk]], [[40d:dye|dye]]ing that material, manufacturing [[40d:clothing|clothing]], [[40d:bag|bag]]s, [[40d:rope|rope]]s and plant fiber or silk [[40d:crafts|crafts]], and [[40d:decoration|decorating]] with thread.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[40d:farm|farm]], a [[40d:farmer|farmer]], and the appropriate [[40d:seeds|seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[40d:weaver|weaver]], a [[40d:loom|loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[40d:crops|crops]] that you can [[40d:Farming|grow]] that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[40d:herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[40d:giant cave spider|giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[40d:Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[40d:Pig tail|Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[40d:Dimple cup|Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[40d:Rope reed|Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[40d:Hide root|Hide root]], [[40d:Sliver barb|Sliver barb]] and [[40d:Blade weed|Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[40d:silk|silk]] is harvested from spider webs created by [[40d:phantom spider|phantom spider]]s, [[40d:cave spider|cave spider]]s, and [[40d:giant cave spider|giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[40d:farmer's workshop|farmer's workshop]], a [[40d:thresher|thresher]], and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[40d:weaver|weaver]], a [[40d:loom|loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider [[40d:web|web]]s available on your map, dwarves with the [[40d:weaving|weaving]] labor enabled will gather the webs and automatically spin them into [[40d:silk|silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[40d:giant cave spider|giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[40d:vermin|vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[40d:loom|loom]], a [[40d:weaver|weaver]], and spider [[40d:web|web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[40d:loom|loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[40d:farmer's workshop|farmer's workshop]].  Dwarves will automatically gather [[40d:giant cave spider|spider]] silk if it's available, spin it into [[40d:silk|silk]] thread, and this thread will also be automatically woven into silk [[40d:cloth|cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[40d:Orders|Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[40d:clothier's shop|clothier's shop]], a [[40d:clothier|clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[40d:clothes|clothes]], either for [[40d:trading|trading]] or for your own [[40d:dwarves|dwarves]] to wear.  The clothier's shop is also where you can [[40d:decorate|decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[40d:narrow|narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. [[40d:Rope|Rope]]s and [[40d:bag|bag]]s are all also produced at the clothier's shop.  Bags are critical to establishing a [[40d:glass industry|glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[40d:value|value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[40d:millstone|millstone]] or [[40d:quern|quern]], a [[40d:miller|miller]], an empty [[40d:bag|bag]], and the appropriate [[40d:Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[40d:dyer's shop|dyer's shop]], a [[40d:dyer|dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[40d:Grower|Grower]] / Field working&lt;br /&gt;
*[[40d:Thresher|Thresher]] / Plant processor&lt;br /&gt;
*[[40d:Weaver|Weaver]] / Weaving&lt;br /&gt;
*[[40d:Clothier|Clothier]] / Clothes making&lt;br /&gt;
*[[40d:Miller|Miller]] / [[40d:Milling|Milling]]&lt;br /&gt;
*[[40d:Dyer|Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[40d:Farm|Farm]]&lt;br /&gt;
*[[40d:Farmer's workshop|Farmer's workshop]]&lt;br /&gt;
*[[40d:Loom|Loom]]&lt;br /&gt;
*[[40d:Clothier's shop|Clothier's shop]]&lt;br /&gt;
*Either a [[40d:Millstone|Millstone]] or a [[40d:Quern|Quern]]&lt;br /&gt;
**A Millstone requires a [[40d:power|power]] [[40d:machinery|connection]].  A quern requires nothing else.&lt;br /&gt;
*[[40d:Dyer's shop|Dyer's shop]] which also requires&lt;br /&gt;
**[[40d:Barrel|Barrel]]&lt;br /&gt;
**[[40d:Bucket|Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[40d:Dimple cup|Dimple cup]]&lt;br /&gt;
| [[40d:Pig tail|Pig tail]]&lt;br /&gt;
| [[40d:Pig tail|Pig tail]]&lt;br /&gt;
| [[40d:Dimple cup|Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[40d:Rope reed|Rope reed]]&lt;br /&gt;
| [[40d:Sliver barb|Sliver barb]]&lt;br /&gt;
| [[40d:Blade weed|Blade weed]]&lt;br /&gt;
| [[40d:Rope reed|Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons, but it is an example of a growing plan that will keep a [[40d:miller|miller]], a [[40d:thresher|thresher]], a [[40d:dyer|dyer]], a [[40d:weaver|weaver]], and some [[40d:grower|grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[40d:silk|silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[40d:pig tail|pig tail]] into [[40d:dwarven ale|dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[40d:fertilizer|fertilizer]], and skilled [[40d:grower|grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[40d:orders|orders]] to use only dyed thread, leave out [[40d:hide root|hide root]] from your growing plan because of its lower [[40d:item value|item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[40d:Clothing|Clothing]]&lt;br /&gt;
*[[40d:Leather industry|Leather industry]]&lt;br /&gt;
*[[40d:Farming|Farming]]&lt;br /&gt;
*[[40d:Industry|Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Leather_industry&amp;diff=88693</id>
		<title>40d:Leather industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Leather_industry&amp;diff=88693"/>
		<updated>2010-04-10T03:31:49Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Meat industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_designations&amp;diff=88328</id>
		<title>40d:Item designations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_designations&amp;diff=88328"/>
		<updated>2010-04-09T22:26:13Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Some items have characters surrounding the name, which is a way to determine certain properties at a glance. &lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
'''Sword''' Ordinary&lt;br /&gt;
&lt;br /&gt;
'''-Sword-''' [[40d:Item quality|Well-crafted]]&lt;br /&gt;
&lt;br /&gt;
'''+Sword+''' [[40d:Item quality|Finely-crafted]]&lt;br /&gt;
&lt;br /&gt;
'''*Sword*''' [[40d:Item quality|Superior quality]]&lt;br /&gt;
&lt;br /&gt;
'''≡Sword≡''' [[40d:Item quality|Exceptional]]&lt;br /&gt;
&lt;br /&gt;
☼'''Sword'''☼ [[40d:Item quality|A masterpiece]]&lt;br /&gt;
&lt;br /&gt;
See [[40d:Item quality|Item quality]] for a full explanation of how better qualities improve [[40d:value|value]] and [[40d:weapon|combat modifiers]].&lt;br /&gt;
&lt;br /&gt;
== Improvement / Decoration ==&lt;br /&gt;
&lt;br /&gt;
'''«Sword»''' Improved or [[40d:Decoration|decorated]]&lt;br /&gt;
&lt;br /&gt;
Decoration can have a quality modifier themselves, leading to combinations such as:&lt;br /&gt;
&lt;br /&gt;
'''*«Sword»*''' Superior improvement/decoration&lt;br /&gt;
&lt;br /&gt;
'''≡«+Sword+»≡''' Exceptional improvement/decoration on a finely-crafted object&lt;br /&gt;
&lt;br /&gt;
'''*«≡Sword≡»*''' Exeptional sword with superior decoration&lt;br /&gt;
&lt;br /&gt;
These quality modifiers can be hidden in [[init.txt]] with [SHOW_IMP_QUALITY:NO].&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
&lt;br /&gt;
'''xSwordx''' ''Showing some [[40d:wear|wear]]'' - worth {{frac|3|4}}&lt;br /&gt;
&lt;br /&gt;
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth {{frac|1|2}}&lt;br /&gt;
&lt;br /&gt;
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth {{frac|1|4}}&lt;br /&gt;
&lt;br /&gt;
== Provenance / Ownership ==&lt;br /&gt;
&lt;br /&gt;
'''(Sword)''' Not produced on-site (imported by traders or looted from raiders), does not count towards [[40d:Created wealth|Created Wealth]]&lt;br /&gt;
&lt;br /&gt;
'''{Sword}''' Unclaimed/[[40d:Forbid|Forbidden]]&lt;br /&gt;
&lt;br /&gt;
'''$Sword$''' Owned by someone else. Only appears in adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
'''‼Sword‼''' On [[40d:fire|fire]]&lt;br /&gt;
&lt;br /&gt;
'''◀Sword►''' Magical (magic is not yet implemented)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The longest possible item designation is '''‼{(XX≡«+Sword+»≡XX)}‼''', which designates (reading from the front) that it's on fire ( '''‼''' ), forbidden ( { ),  imported ( ( ),  in tatters ( '''XX''' ), exceptionally ( ≡ ) decorated ( « ), and of fine quality (+  ). ''(Is that in the right order?{{verify}})''&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Designations]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_build&amp;diff=88323</id>
		<title>40d:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_build&amp;diff=88323"/>
		<updated>2010-04-09T22:24:26Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''''Your First Fortress?'''''&lt;br /&gt;
::''If you are a new player looking for a solid basis to survive the first couple of months or years, check out the aptly named guide on [[40d:your first fortress|your first fortress]]. It includes a basic starting build aimed at being fail-safe.''&lt;br /&gt;
::''If you're trying to plan the future, try [[40d:what should I build first|what should I build first]]?''&lt;br /&gt;
::''If you're looking for specific, personalized examples of starting builds, see [[40d:starting build design|starting build design]]''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and [[40d:skill|skill]]s of your initial seven dwarves when starting a new game in [[40d:fortress mode|fortress mode]]. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarfs will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
&lt;br /&gt;
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
&lt;br /&gt;
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on [[40d:prepared meal|prepared meal]]s, [[40d:glass|glass]], or [[40d:steel|steel]], each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect [[40d:mega construction|mega construction]].  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarfs, you can't take every [[40d:skill|skill]], so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarfs, you could no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something close in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See [[40d:experience|experience]] for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create [[40d:wealth|wealth]] ''(with high-value products)'' with the need to maintain [[40d:thought|morale]] ''(with low-value but commonly used products, like [[40d:bed|bed]]s, which normally are made from [[40d:wood|wood]])''.&lt;br /&gt;
:* &amp;amp; most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled [[40d:leatherworker|leatherworker]] and/or [[40d:bonecarver|bonecarver]] is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - [[40d:Losing|losing is fun]].&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Taking the time to {{k|v}}iew each of your individual dwarves and matching skills to their [[40d:preference|preference]]s can be very advantageous; if you have a dwarf who likes [[40d:steel|steel]], [[40d:clear glass|clear glass]], [[40d:crossbow|crossbow]]s, [[40d:siege engine|siege engine]] parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, [[40d:armorsmith|armorsmith]], [[40d:glassmaker|glassmaker]], [[40d:bowyer|bowyer]], or [[40d:siege engineer|siege engineer]]).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant [[40d:personality|personality]] strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarfs to survive until they are self-sufficient, or at least until the first yearly [[40d:caravan|caravan]]s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks about 4 drinks in that same time.  For 7, that's about 30 meals (7 dwarfs x 2 seasons x 2 meals) and about twice that in alcohol. You can bring all of that, or your [[40d:hunter|hunter]]s, [[40d:Plant gathering|plant gatherers]], [[40d:fisherdwarf|fisherdwarf]]s, [[40d:grower|grower]]s and [[40d:brewer|brewer]]s can provide some or most of it.  It's always safer to bring enough, and see how things go - losing a fortress to starvation before the first caravan is a painful process.&lt;br /&gt;
&lt;br /&gt;
Most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe an axe or two for better defense and cutting wood, thread, cloth or a rope for a [[40d:well|well]], maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
But you can make any and all of those from scratch if you are willing to wait - and your [[40d:surroundings|surroundings]] don't kill you first.  Raw materials are much cheaper, in the form of [[40d:ore|ore]]s, [[40d:wood|wood]], [[40d:leather|leather]] and so forth. &lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible [[40d:Civilization|Civilization]]s that your dwarfs can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally as critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a [[40d:location|location]]. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at [[40d:war|war]] with one of the neighbours; This results in early attacks on your fort and, obviously, no trade [[40d:caravan|caravan]]s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must use {{k|Esc}} and select &amp;quot;Abort Game&amp;quot;, which puts you back at the main game menu.  You must then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a bit of a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarfs with different names, [[40d:personalities|personalities]] and [[40d:preference|preference]]s, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[40d:preference|preference]]s and [[40d:personalities|personalities]] of your dwarfs, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  When you pick this option, you currently{{version|0.28.181.40d}} start with:&lt;br /&gt;
&lt;br /&gt;
'''Dwarfs:'''&lt;br /&gt;
:* one (no label) [[40d:Miner|Miner]] (+2 [[40d:Experience|skill levels]]) &lt;br /&gt;
&amp;amp; six dwarfs with Novice (+1 skill level) in each of the following skills...&lt;br /&gt;
:* [[40d:Engraver|Engraver]]/ [[40d:Mason|Mason]]/ [[40d:Mechanic|Mechanic]]/ [[40d:Building designer|Building Designer]]&lt;br /&gt;
:* [[40d:Gem cutter|Gem Cutter]]/ [[40d:Gem setter|Gem Setter]]/ [[40d:Woodcrafter|Woodcrafter]]/ [[40d:Stonecrafter|Stonecrafter]]/ [[40d:Bone carver|Bone Carver]]&lt;br /&gt;
:* [[40d:Fisherdwarf|Fisherdwarf]]&lt;br /&gt;
:* [[40d:Fish cleaner|Fish Cleaner]]/ [[40d:Butcher|Butcher]]/ [[40d:Tanner|Tanner]]/ [[40d:Weaver|Weaver]]/ [[40d:Clothier|Clothier]]/ [[40d:Leatherworker|Leatherworker]]&lt;br /&gt;
:* [[40d:Carpenter|Carpenter]]/ [[40d:Bowyer|Bowyer]]&lt;br /&gt;
:* [[40d:Wood cutter|Wood Cutter]]/ [[40d:Brewer|Brewer]]/ [[40d:Cook|Cook]]/ [[40d:Grower|Grower]]/ [[40d:Herbalist|Herbalist]]/ [[40d:Wood burner|Wood Burner]]/ [[40d:Furnace operator|Furnace Operator]]/ [[40d:Lye maker|Lye Maker]]/ [[40d:Potash maker|Potash Maker]]&lt;br /&gt;
&lt;br /&gt;
'''Items:'''&lt;br /&gt;
:* 1 iron [[40d:anvil|anvil]]&lt;br /&gt;
:* 2 steel [[40d:axe|axe]]s&lt;br /&gt;
:* 2 copper [[40d:pick|pick]]s&lt;br /&gt;
:* 12 barrels of [[40d:alcohol|alcohol]] (60 units)&lt;br /&gt;
:* 2 barrels of meat (two random types, 10 + 5 units)&lt;br /&gt;
:* 2 barrels of [[40d:plump helmet|plump helmet]]s (10 + 5 units)&lt;br /&gt;
:* 5 Plump helmet [[40d:seed|seed]]s (w/ bag)&lt;br /&gt;
:* 5 [[40d:pig tail|pig tail]] seeds (w/ bag)&lt;br /&gt;
:* 2 [[40d:dog|dog]]s (breeding pair)&lt;br /&gt;
:* 2 [[40d:cat|cat]]s (breeding pair)&lt;br /&gt;
:* 2 [[40d:draft animal|draft animal]]s (random species, random gender)&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not uncommon.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy both your starting items ''and'' the starting skills for your dwarfs with one pool of combined points, 2060 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the [[40d:Fortress name|Fortress name]] yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper [[40d:pick|pick]]s  || 40 (20 each) || for [[40d:mining|mining]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 Steel battle [[40d:axe|axe]]s || 600 (300 each) || weapons and [[40d:woodcutting|woodcutting]]&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron [[40d:anvil|anvil]]  || 1000 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 Plump helmet spawn (aka [[40d:seed|seed]]s)  || 5 (1 each) || 1 free bag&lt;br /&gt;
|-&lt;br /&gt;
|  5 [[40d:Pig tail|Pig tail]] seeds || | 5 (1 each) || 1 free bag&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat or fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 [[40d:Plump helmet|Plump helmet]]s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  ''(no [[40d:dog|dog]]s, no [[40d:cat|cat]]s)'' || || (see articles)&lt;br /&gt;
|-&lt;br /&gt;
| || Total = 1860 pts || 200 pts remaining, &amp;lt;br /&amp;gt;but items can be &amp;quot;sold back&amp;quot; &amp;lt;br /&amp;gt;and/or others bought&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
: &amp;lt;small&amp;gt;1. There are only 4 different [[40d:alcohol|alcohol]]s to choose from at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  A wider variety is usually better.&lt;br /&gt;
:2. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at 200 (visible in the lower right corner).  This is not close to enough points to buy full skills for all your dwarfs, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  This is often achieve quickly and easily by taking only 1 axe (300 points returned), but the possible options are infinite.  Some players return the anvil, for an additional 1000.  Returning all equipment is worth 2060 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but usually around 400+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Each [[40d:dwarf|dwarf]] can (over time) learn any or all of a wide variety of [[40d:skills|skills]]. Dwarves with little experience in a skill will work slowly and ineffectively, while dwarfs with higher skill work faster and/or produce a significantly higher quality product. Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced [[40d:herbalist|herbalists]] will gather stacks of only one or two [[40d:plants|plants]], and often nothing at all, and inexperienced [[40d:farming|farmers]] will often plant stacks of only one or two plants. This results in a small overall output which takes many [[40d:container#container|containers]] to store in, less effective [[40d:food|food]] preparation in the [[40d:kitchen|kitchen]], and more space needed for [[40d:stockpiles|stockpiles]].&lt;br /&gt;
* Inexperienced [[40d:Miner|miners]] work very slowly and are less likely to recover mined gems or valuable ores. Mining can be levelled up quite quickly by mining [[40d:soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all [[40d:workshop|workshop]]s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.&lt;br /&gt;
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: [[40d:trading|trading]] goods, [[40d:barrel|barrels]], [[40d:clothing|clothing]], [[40d:armor|armor]], [[40d:furniture|furniture]], [[40d:weapons|weapons]], and so on. Quality also has a large effect on the worth of an item while [[40d:trading|trading]].&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, &amp;quot;levelling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and [[40d:furniture|furniture]].  (Or it might [[40d:losing|not]].)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy [[40d:thought|thought]]s. This tends to decrease the incidences of [[40d:tantrum|tantrum]]s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).&lt;br /&gt;
&lt;br /&gt;
In the longer term, the following skills will be &amp;quot;used&amp;quot;, to one extent or another, by virtually every fortress - but that doesn't mean you &amp;quot;need&amp;quot; or even want to invest points in them to start.  You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{L|Butchery}} - to control the inevitable catsplosion.  Killing your processor is not a good idea.&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}} &lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - for {{l|trade|trading}}&lt;br /&gt;
:{{L|Record keeper}} - the game is virtually unplayable if you can't use the stocks screen.&lt;br /&gt;
&lt;br /&gt;
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much [[40d:value|value]]-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality [[40d:bed|bed]]s are one of the easiest ways to help make and keep your dwarves [[40d:thought|happy]] (since every dwarf will encounter a bed regularly), so some players swear by it.  Mining is important but also fast to train, so one or two (semi-)skilled miners is usually ample. Once you have some seeds, your Grower can produce any above-ground plant better than in the wild, so [[40d:Herbalism|Herbalism]] is often used only early in the game to gather some sample plants and never again, so &amp;quot;unskilled&amp;quot; covers many players' needs there.  You will almost certainly have animals to butcher, but skill in [[40d:butchery|butchery]] produces nothing of &amp;quot;quality&amp;quot; (meat is meat) and speed is usually not a consideration for the typical demand (butchering unwanted offspring, like kittens), and you'll be able to easily train a bonecarver (or end up with [[40d:legendary|legendary]] skill from a [[40d:mood|mood]]) and tanner off a [[40d:migrant|migrant]], so these three are less critical to start with.  A minimum of Leadership skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of [[40d:Appraiser|Appraiser]], at least).&lt;br /&gt;
&lt;br /&gt;
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them.  Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[40d:experience|skill level]].  All of the above essential skills can be used untrained if you so choose, but you will use them.&lt;br /&gt;
&lt;br /&gt;
Every other skill is only useful if you want it to be.  Skills have to be balanced against your play-style, the environment (danger, ores, other resources), the relative value of the final product, and what you must give up to gain those skills.  You will often want some 'non-essential' skills, often vastly more than something as useful as masonry (for example, many fortresses are interested in establishing a metal industry, and should invest starting skills there).  &lt;br /&gt;
&lt;br /&gt;
Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
==== What considerations could inform my skill selection?====&lt;br /&gt;
Things which may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill.  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarfs will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
&lt;br /&gt;
====Generalist vs Specialist====&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start.  So you don't need an example of every skill.  A skilled dwarf will produce a better [[40d:quality|quality]] product, and/or do it faster, but if that's rarely used, &amp;quot;faster&amp;quot; doesn't mean as much.  Many jobs have no real &amp;quot;product&amp;quot;, and so no quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce &amp;quot;stuff&amp;quot;, not &amp;quot;quality stuff&amp;quot;, or may not be used very often, and/or not be used much after the first year of the fortress.  There are as many opinions about balancing generalists with specialists as there are players.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) [[40d:administrator|administrator]] skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
Another consideration are [[40d:attributes|attributes]] - a dwarf with 10 skills at Novice each has 5000 [[40d:Experience#Increasing skills|experience]], or just over 2 [[40d:attribute|attribute]]s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some [[40d:skills|skills]] are highly time-consuming, and working at different jobs levels up specific [[40d:attribute|attribute]]s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their [[40d:workshop|workshop]] and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add [[40d:axeman|Axedwarf]] for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like [[40d:building designer|building designer]].&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the [[40d:still|still]], kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice [[40d:Negotiator|Negotiator]]/Novice [[40d:Judge of intent|Judge of intent]]/Novice [[40d:Appraiser|Appraiser]]. This guy will be your [[40d:Leader|Leader]] and [[40d:Trader|Trader]]; you can make him [[40d:record keeper|record keeper]] too (the default), at least to start with.  Combine this with a single time-intensive task such as [[40d:Masonry|Masonry]] and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''[[40d:Craftsdwarf|Craftsdwarf]]''', depending on your strategy - e.g. [[40d:glass|glass]] maker, [[40d:weaponsmith|weaponsmith]] or [[40d:armorsmith|armorsmith]], sometimes combined with related tasks from that industry ([[40d:furnace operating|furnace operating]], [[40d:wood burner|wood burning]]). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one [[40d:moodable|moodable]] skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
[[40d:Strange mood|Strange mood]]s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarfs with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 2 copper nuggets and an anvil - and nothing else - and have [[40d:Make_your_own_weapons#Minimalist_challenge_build|everything they need]].  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to [[40d:DIY|DIY]], you definitely need to bring one [[40d:pick|pick]] for each [[40d:miner|miner]], and if you plan to gather wood, you need an [[40d:axe|axe]], which will become a weapon in wartime.  Also a minimum of about 25-30* [[40d:food|food]] and about 55-60* [[40d:alcohol|alcohol]], which should get 7 dwarfs through to the first [[40d:caravan|caravan]] in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarfs that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free [[40d:barrels|barrels]] you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the [[40d:wood|wood]] you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much [[40d:cave wheat|cave wheat]], starting with 1 seed and getting the free bag, and planting that one see later and dumping the result could be worth it.)&lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a [[40d:strange mood|strange mood]], they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder to find ores ([[40d:cassiterite|cassiterite]], [[40d:sphalerite|sphalerite]], [[40d:bismuthinite|bismuthinite]], [[40d:garnierite|garnierite]]) and shells ([[40d:cave lobster|cave lobster]], [[40d:turtle|turtle]]), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is a good idea.  Just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather [[40d:armor|armor]], a crossbow and some bolts for free.&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress [[40d:location|location]] offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the [[40d:region|region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[40d:losing|stay alive]] where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what [[40d:biome|biome]]s, [[40d:region|region]]s and stone [[40d:layer|layer]]s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your [[40d:surroundings|surroundings]] are [[40d:evil|evil]] or [[40d:savage|savage]], your dwarfs have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see [[40d:Starting_builds#Free_Equipment|free equipment]]).  Hand in hand with those, consider skill mixes that include [[40d:axedwarf|axedwarf]], [[40d:mining|mining]] (the skill used to wield a pick), [[40d:marksdwarf|marksdwarf]], or [[40d:wrestling|wrestling]] (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of [[40d:water|water]] on the map, preferably running [[40d:water|water]].  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and [[40d:lake|lake]]s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates [[40d:murky pool|murky pool]]s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an [[40d:aquifer|aquifer]] is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to [[40d:stone|stone]] and [[40d:ore|ore]] until you find a way through the water barrier.  Bringing some stone for building, and ore for your first basic needs, may be critical.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant [[40d:ore|ore]]s, but at the loss of trees and plants. [[40d:Magma|Magma]] and rare [[40d:metal|metal]]s lure settlers here, but [[40d:giant eagle|giant eagle]]s and [[40d:chasm|chasm]] dwellers are potent threats.  You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed [[40d:vein|vein]]s of useful [[40d:ore|ore]]s that can be immediately mined for [[40d:DIY|DIY]] weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelyhood of an [[40d:aquifer|aquifer]] being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed [[40d:stone|stone]] to mine.  Fewer elevations means fewer exploitable z-levels.  The first level(s) below the surface is often [[40d:soil|soil]] of some type, which offers no building materials or ores.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[40d:Experience|Training]] a [[40d:Miner|Miner]] from No Skill to Proficient takes less than a season in soil, and to Legendary in less than another.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, [[40d:beach|beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing [[40d:water|water]] of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two [[40d:biome|biome]]s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the [[40d:terrifying|terrifying]] ocean is full of amphibious zombie [[40d:whale|whale]]s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as [[40d:glacier|glacier]]s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  [[40d:Desert|Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarfs and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
=Sample starting builds=&lt;br /&gt;
See [[40d:starting build design|starting build design]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
''''''Bold text''''''&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Draft_animal&amp;diff=88321</id>
		<title>40d:Draft animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Draft_animal&amp;diff=88321"/>
		<updated>2010-04-09T22:23:15Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Domestic animal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Domestic animal]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Woodcrafter&amp;diff=88320</id>
		<title>40d:Woodcrafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Woodcrafter&amp;diff=88320"/>
		<updated>2010-04-09T22:22:32Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Wood crafter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Wood crafter]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Personalities&amp;diff=88319</id>
		<title>40d:Personalities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Personalities&amp;diff=88319"/>
		<updated>2010-04-09T22:21:55Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Personality trait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bonecarver&amp;diff=88317</id>
		<title>40d:Bonecarver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bonecarver&amp;diff=88317"/>
		<updated>2010-04-09T22:21:13Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Bone carver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Bone carver]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beach&amp;diff=88313</id>
		<title>40d:Beach</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beach&amp;diff=88313"/>
		<updated>2010-04-09T22:18:47Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Ocean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Ocean]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Moodable&amp;diff=88312</id>
		<title>40d:Moodable</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Moodable&amp;diff=88312"/>
		<updated>2010-04-09T22:18:13Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Strange mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Woodcutting&amp;diff=88311</id>
		<title>40d:Woodcutting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Woodcutting&amp;diff=88311"/>
		<updated>2010-04-09T22:17:17Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Wood cutter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soaper&amp;diff=88310</id>
		<title>40d:Soaper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soaper&amp;diff=88310"/>
		<updated>2010-04-09T22:16:15Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Soaper&lt;br /&gt;
| speciality = Soaper&lt;br /&gt;
| profession = [[40d:Farmer|Farmer]]&lt;br /&gt;
| job name   = Soap Maker&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[40d:soap|soap]]&lt;br /&gt;
&lt;br /&gt;
| workshop = [[40d:Alchemist's laboratory|Alchemist's laboratory]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''soaper''' is a [[40d:dwarf|dwarf]] who creates [[40d:soap|soap]] from [[40d:tallow|tallow]] and [[40d:lye|lye]] at the [[40d:Alchemist's laboratory|Alchemist's laboratory]]. This is one of the least useful roles in the [[40d:fortress|fortress]] because any dwarf can be assigned the task and yield the same result since soap has no quality modifier; the only difference is faster production.  Additionally, in fortresses without [[40d:sand|sand]] (which is required to produce the 3 clear glass vials needed for the laboratory), the soap making profession is entirely worthless. Thus, soapers are typically excellent candidates to be drafted into the [[40d:military|military]] or full-time [[40d:hauling|hauling]] duty, or otherwise re-trained in another [[40d:profession|profession]].&lt;br /&gt;
&lt;br /&gt;
At present, soap has no different effect than any other [[bar]], but given that the base value of soap is 25☼ multiplied by the [MODVALUE:] of the creature whose fat it is made from, soap can be very valuable to build with. It is also the best way to get [[40d:value|value]] out of [[40d:megabeast|megabeast]] [[40d:fat|fat]] (plus, admit it, a bar of Hydra or Dragon soap is just cool - and ''very'' valuable). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Those who wash earth from their face, I shall wash from my face.&amp;quot;'' Sumu, Goddess of Earth, Tome of the Elders, Book III&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanical_logic&amp;diff=88309</id>
		<title>40d:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanical_logic&amp;diff=88309"/>
		<updated>2010-04-09T22:15:30Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Machine logic uses the also new system of gears, axles, windmills, and waterwheels to solve problems.  Power sources (windmills and waterwheels) transfer power to machine parts (axles and gears).  If there is not enough power in a system to allow all the parts to move, it will shut down entirely.  Individual gears can also be shut down by levers to interrupt or otherwise alter the transfer of power throughout the machine.  All sorts of logic gates can be created based on those rules alone.  Currently four have been created in a proof-of-concept sort of way in a relatively quick and cheap manner:&lt;br /&gt;
&lt;br /&gt;
[[Image:Logic.gif]]&lt;br /&gt;
&lt;br /&gt;
In the above picture, the four basic logic operations are shown.  Gears connected to outside power are circled in red.  Gears that can be deactivated by lever are color-coded to the lever that deactivates them.  For the purposes of binary logic, a lever is '''TRUE''' if it is pointing '''LEFT'''.  Levers pointing '''RIGHT''' are '''FALSE'''.&lt;br /&gt;
&lt;br /&gt;
In AND, two adjacent gears are connected to levers.  Power is only transferred to the one-tile output axle if both levers are set to true.&lt;br /&gt;
&lt;br /&gt;
In OR, two power sources are connected to an output gear and axle.  If either lever is set to true, the axle will be connected to power and also be true.&lt;br /&gt;
&lt;br /&gt;
In XOR, 40 units of power are transferred to a central gear.  To power the output axle, it must be connected to it by switching one of the levers to true.  However, if both levers are set to true, then the machine requires 42 units of power to run, and thus shuts down due to lack of power.&lt;br /&gt;
&lt;br /&gt;
in NOT, there is a powered gear connected directly to the output axle.  If the lever is set to true, the powered gear connects to 3 other unpowered gears, which causes the machine to shut down due to lack of power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanical Logic==&lt;br /&gt;
Mechanical Logic is a faster, more reliable replacement for [[40d:Computing|Water Logic]].  It is also somewhat more complex, requiring massive amounts of wood, stone, and mechanical power.  Unlike the above examples, these designs require constant power, or they will not function correctly.&lt;br /&gt;
&lt;br /&gt;
The following examples operate on these design rules&lt;br /&gt;
&lt;br /&gt;
* Systems use Binary Logic&lt;br /&gt;
* Logic High is defined as an '''Unpowered''' axle.&lt;br /&gt;
* Logic Low is defined as a '''Powered''' Axle.&lt;br /&gt;
* Gearboxes, when supplied a Trigger High, thusly begin to transmit a Logic High signal&lt;br /&gt;
&lt;br /&gt;
Note that there are several flaws with Mechanical Logic.  As noted, large amounts of wood, stone, and massive amounts of power are required.  Secondly, the system operates on the concept of the 'rotation sensor'  Obviously, this does not exist in Dwarf Fortress at this time, and there are no plans for such a device to exist- therefore, a surrogate unit is required.&lt;br /&gt;
&lt;br /&gt;
Now, there is one device we can use- a pressure pad.  Therefore, we simply need to convert mechanical energy into pressure- for example, using a [[40d:Screw Pump|Screw Pump]].&lt;br /&gt;
 ```````&lt;br /&gt;
 `≈%&amp;gt;^.`&lt;br /&gt;
 ````^``&lt;br /&gt;
 ```````&lt;br /&gt;
&lt;br /&gt;
The pump draws from a constantly-filled tile on the left, and pushes left.  The pressure pad there then acts as the 'sensor' for whether there is rotation present.  Finally, the pit on the right acts as a drain- when the pump stops, the water drains out and the pad resets (no rotation).  The lower pad shown is used as an 'inverse' out.&lt;br /&gt;
&lt;br /&gt;
Note that in all the examples, &amp;quot;M&amp;quot; is used to denote a rotation sensor- just affix a gearbox instead and route that to one of these units, &amp;quot;P&amp;quot; is used just to say where Power is supposed to be applied (though not all of these have P where it should be), and &amp;quot;X&amp;quot;, &amp;quot;Y&amp;quot;, and &amp;quot;Z&amp;quot; are just to show that in a multi-part logic gate, which 'sensor' links to which gearbox internally.  &amp;quot;o&amp;quot; is a gearbox that does not have any trigger connections, and is used for visual clarity.&lt;br /&gt;
&lt;br /&gt;
==Unclocked Logic==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(N)OR Gate===&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=8&lt;br /&gt;
|→|{{qd/ch{{!}}*{{!}}F00}}|{{qd/ch{{!}}*{{!}}0F0}}|→|{{qd/ch{{!}}M{{!}}00F}}|.|{{qd/ch{{!}}O{{!}}00F}}&lt;br /&gt;
|.|.|{{qd/ch{{!}}A{{!}}F00}}|{{qd/ch{{!}}B{{!}}0F0}}|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
===(N)AND Gate===&lt;br /&gt;
&lt;br /&gt;
   A&lt;br /&gt;
 →o*o→M O&lt;br /&gt;
  o*o&lt;br /&gt;
   B&lt;br /&gt;
&lt;br /&gt;
===(In)equal===&lt;br /&gt;
When Input A != Input B, O goes LOW.  Invert Y and Z to change this&lt;br /&gt;
&lt;br /&gt;
   A          !A&lt;br /&gt;
 →o*o→M Z   →o*o→M Y&lt;br /&gt;
  o*o        o*o&lt;br /&gt;
   B          !B&lt;br /&gt;
 &lt;br /&gt;
  YZ&lt;br /&gt;
 →**M O&lt;br /&gt;
&lt;br /&gt;
===AND NOT===&lt;br /&gt;
When A is HIGH and B is LOW, O goes HIGH&lt;br /&gt;
&lt;br /&gt;
   A&lt;br /&gt;
 →o*oM O&lt;br /&gt;
  o*o&lt;br /&gt;
   !B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NOT or BUFFER===&lt;br /&gt;
&lt;br /&gt;
 →*→M O&lt;br /&gt;
  A&lt;br /&gt;
&lt;br /&gt;
===SELECT===&lt;br /&gt;
[A?B:C]&lt;br /&gt;
O will be either B is A is HIGH, or C otherwise.  In other words, IF-THEN-ELSE&lt;br /&gt;
&lt;br /&gt;
 B!A&lt;br /&gt;
 →*&lt;br /&gt;
  o→M O&lt;br /&gt;
 →*&lt;br /&gt;
 CA&lt;br /&gt;
&lt;br /&gt;
===DISTRIBUTOR===&lt;br /&gt;
Passes D to the selected output (selected via A) and a logic HIGH to the other.  Remove * lines to output a logic LOW instead.&lt;br /&gt;
&lt;br /&gt;
    A&lt;br /&gt;
 *P--*!A&lt;br /&gt;
 P*o*o---→O0&lt;br /&gt;
  Do--*o-→O1&lt;br /&gt;
 *P----*A&lt;br /&gt;
      !A&lt;br /&gt;
&lt;br /&gt;
===S/R LATCH===&lt;br /&gt;
P = Power&lt;br /&gt;
S = Set&lt;br /&gt;
R = Reset&lt;br /&gt;
&lt;br /&gt;
    !RS&lt;br /&gt;
 P→o*o*M O&lt;br /&gt;
   o*o&lt;br /&gt;
    O&lt;br /&gt;
&lt;br /&gt;
===OSCILLATOR===&lt;br /&gt;
&lt;br /&gt;
 →*M O&lt;br /&gt;
  !O&lt;br /&gt;
&lt;br /&gt;
===(AND-NOT) OR===&lt;br /&gt;
A &amp;amp; Z are actually&lt;br /&gt;
inverted, just not shown.&lt;br /&gt;
&lt;br /&gt;
 AB     &lt;br /&gt;
 **&lt;br /&gt;
 |MZM O&lt;br /&gt;
 o-*o&lt;br /&gt;
 P--*C&lt;br /&gt;
&lt;br /&gt;
==Clocked Logic==&lt;br /&gt;
&lt;br /&gt;
===D-LATCH===&lt;br /&gt;
When Clk is HIGH, O will output A&lt;br /&gt;
When Clk is LOW, O will output whatever A was when Clk went LOW&lt;br /&gt;
&lt;br /&gt;
 A !Clk&lt;br /&gt;
 *-*oM O&lt;br /&gt;
 o*-*&lt;br /&gt;
 ↑O Clk&lt;br /&gt;
 P&lt;br /&gt;
&lt;br /&gt;
===Select - Hold Choice===&lt;br /&gt;
This is basically a clocked SELECT gate- it acts like a normal Select, but only while Clk is high.  Then Clk is low, it outputs whatever the last selected output was when CLK was last HIGH.&lt;br /&gt;
   A&lt;br /&gt;
 P→**!Clk&lt;br /&gt;
   oM Z&lt;br /&gt;
 P→**Clk&lt;br /&gt;
   Z &lt;br /&gt;
   &lt;br /&gt;
  B!Z&lt;br /&gt;
 P→*&lt;br /&gt;
   o→M O&lt;br /&gt;
 P→*&lt;br /&gt;
  CZ&lt;br /&gt;
&lt;br /&gt;
===SELECT-HOLDALL===&lt;br /&gt;
This is like the above, but it also holds the last values of B and C as well.&lt;br /&gt;
&lt;br /&gt;
 B !Clk&lt;br /&gt;
 *-*oM X&lt;br /&gt;
 o*-*&lt;br /&gt;
 ↑X Clk&lt;br /&gt;
 P&lt;br /&gt;
 &lt;br /&gt;
 C !Clk&lt;br /&gt;
 *-*oM Y&lt;br /&gt;
 o*-*&lt;br /&gt;
 ↑Y Clk&lt;br /&gt;
 P&lt;br /&gt;
 &lt;br /&gt;
 PA!Clk&lt;br /&gt;
 →**&lt;br /&gt;
   oM Z&lt;br /&gt;
 →**&lt;br /&gt;
 PZClk&lt;br /&gt;
  &lt;br /&gt;
 X!Z&lt;br /&gt;
 →*&lt;br /&gt;
  o→M O&lt;br /&gt;
 →*&lt;br /&gt;
 YZ&lt;br /&gt;
&lt;br /&gt;
===Flip-Flop===&lt;br /&gt;
Oscillates between high and Low on Clk&lt;br /&gt;
&lt;br /&gt;
 O !Clk&lt;br /&gt;
 *-*oM X&lt;br /&gt;
 o*-*&lt;br /&gt;
 ↑X Clk&lt;br /&gt;
 P&lt;br /&gt;
 &lt;br /&gt;
 !XClk&lt;br /&gt;
 *-*oM O&lt;br /&gt;
 o*-*&lt;br /&gt;
 ↑O !Clk&lt;br /&gt;
 P&lt;br /&gt;
&lt;br /&gt;
==Complex Logic Gates==&lt;br /&gt;
&lt;br /&gt;
===MEMORY CELL===&lt;br /&gt;
====Type A====&lt;br /&gt;
R = Read Input&lt;br /&gt;
W = Write Input&lt;br /&gt;
High (Off) is R/W&lt;br /&gt;
D = Data line (I/O)&lt;br /&gt;
&lt;br /&gt;
 ZW&lt;br /&gt;
 **&lt;br /&gt;
 ↑oM Z&lt;br /&gt;
  *!W&lt;br /&gt;
 Do↓P&lt;br /&gt;
  **&lt;br /&gt;
 !RZ&lt;br /&gt;
&lt;br /&gt;
====Type B====&lt;br /&gt;
R = Read&lt;br /&gt;
W = Write&lt;br /&gt;
High (Off) is R/W&lt;br /&gt;
D = Data line (I/O)&lt;br /&gt;
A = Cell Active (Enable Chip)&lt;br /&gt;
&lt;br /&gt;
 Z&lt;br /&gt;
 *oo&lt;br /&gt;
 ↑**WA&lt;br /&gt;
 Poo&lt;br /&gt;
  oM Z&lt;br /&gt;
  *!W&lt;br /&gt;
  *!A&lt;br /&gt;
 Do&lt;br /&gt;
  *!A&lt;br /&gt;
  **←P&lt;br /&gt;
 !RZ&lt;br /&gt;
&lt;br /&gt;
===Adder===&lt;br /&gt;
1-bit w/ full carry&lt;br /&gt;
A, B are bits in.  C is Carry in, O is bit out&lt;br /&gt;
&lt;br /&gt;
   A          !A&lt;br /&gt;
 →o*o→M Z   →o*o→M Y&lt;br /&gt;
  o*o        o*o&lt;br /&gt;
   B          !B&lt;br /&gt;
 &lt;br /&gt;
  YZ&lt;br /&gt;
 →**M X    &lt;br /&gt;
 &lt;br /&gt;
   X          !X&lt;br /&gt;
 →o*o→M V   →o*o→M U&lt;br /&gt;
  o*o        o*o&lt;br /&gt;
   C          !C&lt;br /&gt;
 &lt;br /&gt;
  VU          C&lt;br /&gt;
 →**M O     →o*oM W&lt;br /&gt;
             o*o&lt;br /&gt;
              Z&lt;br /&gt;
 &lt;br /&gt;
 →**→ Carry (Out)&lt;br /&gt;
  ZW&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Computing]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=88308</id>
		<title>40d:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=88308"/>
		<updated>2010-04-09T22:13:42Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Giant Cave Spider|symbol=S|color=rgb(192, 192, 192)|bones=0|chunks=10|meat=10|fat=1|skulls=0|skin=Yes|biome=Subterrenean chasm|wiki=no}}&lt;br /&gt;
[[Image:Giantwebedited.png|right|thumb|100px|Web in the open]]&lt;br /&gt;
[[Image:GiantSpiderAttack.png|right|thumb|100px|Web inside a pit]]&lt;br /&gt;
&lt;br /&gt;
These eight-legged beasts are not your ordinary harmless [[40d:cave spider|cave spider]] (those were just treats for your [[40d:cat|cat]]).  '''Giant cave spiders''' are bigger than [[40d:horse|horse]]s and will make treats ''of'' cats, other [[40d:dwarf|dwarf]] [[40d:pet|pet]]s and the average careless adventurer.  It would be rather easy to know when a giant spider roams in the area, for they usually build a huge spider web, sometime spanning several screens wide (pictures to the right), except these webs (as well as the spider) are not actually visible until a hapless creature becomes ensnared in one (at least in Fortress Mode). &lt;br /&gt;
&lt;br /&gt;
Unlike most monsters in the world, giant spiders rely on more than just brute force.  Using sticky web projectiles, paralyzing [[40d:venom|venom]] and powerful jaws, the giant cave spider has multiple methods of incapacitating its prey before going in for the kill. They do not feel pain or remorse or fear and cannot be stopped unless killed. For this reason, it's suggested that you engage them at a distance, bring plenty of [[40d:Drunk|drunks]] to distract it in adventure mode or simply try to overwhelm it with a high number of attackers. Cases of non-legendary adventurers fighting giant cave spiders at close combat and winning the fight without sustaining major injuries have been reported, but it seems to be very rare.&lt;br /&gt;
&lt;br /&gt;
Most giant spiders build their web over cliffs of some sort so caution should be taken against dwarves or the spider itself falling down to their death or into a big [[40d:chasm|chasm]].&lt;br /&gt;
&lt;br /&gt;
When a dwarf comes into contact with a giant cave spider web, he becomes stuck and unable to move (effectively paralyzed) for a given amount of time, after the duration of which he becomes unstuck and is free to move again.&lt;br /&gt;
&lt;br /&gt;
If you manage to collect a giant cave spider's webbing and use it to produce [[40d:silk|silk]], the resulting thread is worth ten times the value of [[40d:cave spider|cave spider]] silk, making it far more valuable than any other in the game.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIDER_CAVE_GIANT]&lt;br /&gt;
	[NAME:giant cave spider:giant cave spiders:giant cave spider]&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]&lt;br /&gt;
	[EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
	[WEBBER][THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:3:5]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Venom]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thrower&amp;diff=88307</id>
		<title>40d:Thrower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thrower&amp;diff=88307"/>
		<updated>2010-04-09T22:13:12Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Throwing is a skill used primarily in Adventure Mode.  The thrower skill determines the accuracy and damage of thrown objects.  Note that any object can and will cause serious damage when thrown, including [[40d:clothing|socks]], [[40d:large roach|roaches]], and even [[40d:water|water]].&lt;br /&gt;
&lt;br /&gt;
== Throwing in Fortress Mode ==&lt;br /&gt;
In Fortress Mode a dwarf who is [[40d:tantrum|tantrum]]ing may pick up and throw an object.  Doing so gives the dwarf experience towards throwing.  Otherwise, dwarves will never use throwing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
== Throwing in Adventure Mode ==&lt;br /&gt;
[[Image:Overpowered_throwing.png|thumb|256px|A funny example of overpowered throwing.]]&lt;br /&gt;
In Adventure mode throwing is an excellent way to roll the dice before close-combat, essentially giving the chance for the opponent's vital organs or extremities to be damaged (plus any bonus that may come with the damage - for example, sightless monsters or weaponless guards). Furthermore, '''anything''' can be used as a weapon. [[40d:Soil|Silt]], [[40d:pebbles|pebbles]], and [[40d:vomit|vomit]] have been witnessed colliding with opponents with devastating results (two or three handfuls of dirt can take down a wolf, for example).&lt;br /&gt;
&lt;br /&gt;
At the moment, an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of vomit, soil, or small rocks, can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.&lt;br /&gt;
&lt;br /&gt;
Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage.  Although it's not as effective as using a [[40d:bow|bow]]/[[40d:crossbow|crossbow]], you can throw [[40d:arrow|arrow]]s and [[40d:bolt|bolt]]s and it will do piercing damage (and, as an added bonus, you will be able to pick up the ammunition afterwards).  You can also throw things like swords and axes and they'll do slashing damage.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:String_dump&amp;diff=87992</id>
		<title>40d:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:String_dump&amp;diff=87992"/>
		<updated>2010-04-09T12:20:13Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The following is a dump of all text strings found within dwarfort.exe.  Scholars of the game may pick up clues from these strings as to what kind of behaviors and data are hard-coded within the game (as opposed to being contained in the [[40d:raws|raws]]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
From version 0.28.181.40d:&lt;br /&gt;
&lt;br /&gt;
  inflate 1.2.1 Copyright 1995-2003 Mark Adler &lt;br /&gt;
  deflate 1.2.1 Copyright 1995-2003 Jean-loup Gailly &lt;br /&gt;
 1.2.1&lt;br /&gt;
 invalid block type&lt;br /&gt;
 invalid stored block lengths&lt;br /&gt;
 too many length or distance symbols&lt;br /&gt;
 invalid code lengths set&lt;br /&gt;
 invalid bit length repeat&lt;br /&gt;
 invalid literal/lengths set&lt;br /&gt;
 invalid distances set&lt;br /&gt;
 invalid literal/length code&lt;br /&gt;
 invalid distance code&lt;br /&gt;
 invalid distance too far back&lt;br /&gt;
 incorrect header check&lt;br /&gt;
 unknown compression method&lt;br /&gt;
 invalid window size&lt;br /&gt;
 unknown header flags set&lt;br /&gt;
 header crc mismatch&lt;br /&gt;
 incorrect data check&lt;br /&gt;
 incorrect length check&lt;br /&gt;
 incompatible version&lt;br /&gt;
 buffer error&lt;br /&gt;
 insufficient memory&lt;br /&gt;
 data error&lt;br /&gt;
 stream error&lt;br /&gt;
 file error&lt;br /&gt;
 stream end&lt;br /&gt;
 need dictionary&lt;br /&gt;
 bad allocation&lt;br /&gt;
 TRANS_NAME&lt;br /&gt;
 FIRST_NAME&lt;br /&gt;
 PRO_POS&lt;br /&gt;
 PRO_OBJ&lt;br /&gt;
 PRO_SUB&lt;br /&gt;
 PRO_REF&lt;br /&gt;
 vector&amp;lt;T&amp;gt; too long&lt;br /&gt;
  &lt;br /&gt;
 A group of &lt;br /&gt;
 migrants, &lt;br /&gt;
 , has arrived.&lt;br /&gt;
 migrants has arrived.&lt;br /&gt;
 C&lt;br /&gt;
 data&lt;br /&gt;
 data/save&lt;br /&gt;
 data/save/current&lt;br /&gt;
 data/save/current/art_image-&lt;br /&gt;
 .dat&lt;br /&gt;
 art_image-&lt;br /&gt;
 data/save/current/&lt;br /&gt;
 /&lt;br /&gt;
 data/save/&lt;br /&gt;
  is &lt;br /&gt;
  are &lt;br /&gt;
  prostrating &lt;br /&gt;
 themselves&lt;br /&gt;
  before &lt;br /&gt;
  torturing &lt;br /&gt;
  committing a depraved act upon &lt;br /&gt;
  devouring &lt;br /&gt;
  admiring &lt;br /&gt;
  burning &lt;br /&gt;
  shooting &lt;br /&gt;
  surrounded by &lt;br /&gt;
  massacring &lt;br /&gt;
  fighting with &lt;br /&gt;
  greeting &lt;br /&gt;
  refusing &lt;br /&gt;
  speaking with &lt;br /&gt;
  embracing &lt;br /&gt;
  striking down &lt;br /&gt;
  raising &lt;br /&gt;
  hiding &lt;br /&gt;
  praying to &lt;br /&gt;
  contemplating &lt;br /&gt;
  cooking &lt;br /&gt;
  engraving &lt;br /&gt;
  impaled on &lt;br /&gt;
  being flayed by &lt;br /&gt;
  hanging from &lt;br /&gt;
  being mutilated by &lt;br /&gt;
 .  &lt;br /&gt;
  praying&lt;br /&gt;
  weeping&lt;br /&gt;
  cringing&lt;br /&gt;
  screaming&lt;br /&gt;
  being tortured&lt;br /&gt;
  committing a depraved act&lt;br /&gt;
  making a submissive gesture&lt;br /&gt;
  in a fetal position&lt;br /&gt;
  smeared out into a spiral&lt;br /&gt;
  falling&lt;br /&gt;
  dead&lt;br /&gt;
  laughing&lt;br /&gt;
  being shot&lt;br /&gt;
  making a plaintive gesture&lt;br /&gt;
  melting&lt;br /&gt;
  burning&lt;br /&gt;
 looks&lt;br /&gt;
 look&lt;br /&gt;
  dejected&lt;br /&gt;
  terrified&lt;br /&gt;
  offended&lt;br /&gt;
  confused&lt;br /&gt;
  suffering&lt;br /&gt;
  withering away&lt;br /&gt;
  striking a menacing pose&lt;br /&gt;
  striking a triumphant pose&lt;br /&gt;
  laboring&lt;br /&gt;
  traveling&lt;br /&gt;
  contemplating&lt;br /&gt;
  cooking&lt;br /&gt;
  engraving&lt;br /&gt;
  unnaturally contorted&lt;br /&gt;
  being flayed&lt;br /&gt;
  being mutilated&lt;br /&gt;
 the &lt;br /&gt;
 a &lt;br /&gt;
 two &lt;br /&gt;
 three &lt;br /&gt;
 four &lt;br /&gt;
 five &lt;br /&gt;
  the &lt;br /&gt;
  the deity of &lt;br /&gt;
 , &lt;br /&gt;
  and &lt;br /&gt;
 , depicted as a &lt;br /&gt;
 female &lt;br /&gt;
 male &lt;br /&gt;
 s&lt;br /&gt;
 bad cast&lt;br /&gt;
&lt;br /&gt;
 false&lt;br /&gt;
 true&lt;br /&gt;
 ios_base::badbit set&lt;br /&gt;
 ios_base::failbit set&lt;br /&gt;
 ios_base::eofbit set&lt;br /&gt;
 pus&lt;br /&gt;
 ichor&lt;br /&gt;
 goo&lt;br /&gt;
 blood&lt;br /&gt;
 KILL_ENTITY_MEMBER&lt;br /&gt;
 KILL_NEUTRAL&lt;br /&gt;
 KILL_ENEMY&lt;br /&gt;
 KILL_ANIMAL&lt;br /&gt;
 EAT_SAPIENT_OTHER&lt;br /&gt;
 EAT_SAPIENT_KILL&lt;br /&gt;
 MAKE_TROPHY_SAME_RACE&lt;br /&gt;
 MAKE_TROPHY_SAPIENT&lt;br /&gt;
 MAKE_TROPHY_ANIMAL&lt;br /&gt;
 KILL_PLANT&lt;br /&gt;
 TORTURE_AS_EXAMPLE&lt;br /&gt;
 TORTURE_FOR_INFORMATION&lt;br /&gt;
 TORTURE_FOR_FUN&lt;br /&gt;
 TORTURE_ANIMALS&lt;br /&gt;
 TREASON&lt;br /&gt;
 OATH_BREAKING&lt;br /&gt;
 LYING&lt;br /&gt;
 VANDALISM&lt;br /&gt;
 TRESPASSING&lt;br /&gt;
 THEFT&lt;br /&gt;
 ASSAULT&lt;br /&gt;
 SLAVERY&lt;br /&gt;
 Unrecognized Ethic Action Token: &lt;br /&gt;
 NOT_APPLICABLE&lt;br /&gt;
 ACCEPTABLE&lt;br /&gt;
 PERSONAL_MATTER&lt;br /&gt;
 JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
 JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
 JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
 JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
 ONLY_IF_SANCTIONED&lt;br /&gt;
 MISGUIDED&lt;br /&gt;
 SHUN&lt;br /&gt;
 APPALLING&lt;br /&gt;
 PUNISH_REPRIMAND&lt;br /&gt;
 PUNISH_SERIOUS&lt;br /&gt;
 PUNISH_EXILE&lt;br /&gt;
 PUNISH_CAPITAL&lt;br /&gt;
 UNTHINKABLE&lt;br /&gt;
 Unrecognized Ethic Response Token: &lt;br /&gt;
 ROAD&lt;br /&gt;
 TUNNEL&lt;br /&gt;
 BRIDGE&lt;br /&gt;
 WALL&lt;br /&gt;
 Unrecognized World Construction Token: &lt;br /&gt;
 PANTHEON&lt;br /&gt;
 REGIONAL_FORCE&lt;br /&gt;
 ANY_APPROPRIATE_POWER&lt;br /&gt;
 Unrecognized Religion Token: &lt;br /&gt;
 SPRING&lt;br /&gt;
 SUMMER&lt;br /&gt;
 AUTUMN&lt;br /&gt;
 WINTER&lt;br /&gt;
 Unrecognized Season Token: &lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
 Unrecognized Sphere Token: &lt;br /&gt;
 OWN_RACE&lt;br /&gt;
 FANCIFUL&lt;br /&gt;
 EVIL&lt;br /&gt;
 GOOD&lt;br /&gt;
 Unrecognized Art Facet Token: &lt;br /&gt;
 CREATURE&lt;br /&gt;
 PLANT&lt;br /&gt;
 TREE&lt;br /&gt;
 SHAPE&lt;br /&gt;
 ITEM&lt;br /&gt;
 Unrecognized Art Image Element Token: &lt;br /&gt;
 ART_IMAGE&lt;br /&gt;
 COVERED&lt;br /&gt;
 RINGS_HANGING&lt;br /&gt;
 BANDS&lt;br /&gt;
 SPIKES&lt;br /&gt;
 ITEMSPECIFIC&lt;br /&gt;
 THREAD&lt;br /&gt;
 CLOTH&lt;br /&gt;
 SEWN_IMAGE&lt;br /&gt;
 Unrecognized Item Improvement Token: &lt;br /&gt;
 PLAYER_FORTRESS&lt;br /&gt;
 DARK_FORTRESS&lt;br /&gt;
 CAVE&lt;br /&gt;
 CAVE_DETAILED&lt;br /&gt;
 TREE_CITY&lt;br /&gt;
 CITY&lt;br /&gt;
 RUIN&lt;br /&gt;
 Unrecognized Site Token: &lt;br /&gt;
 DEFAULT&lt;br /&gt;
 GUARD&lt;br /&gt;
 ROYALGUARD&lt;br /&gt;
 ZOMBIE&lt;br /&gt;
 SKELETON&lt;br /&gt;
 ADVENTURER&lt;br /&gt;
 Unrecognized Creature Texture Token: &lt;br /&gt;
 MOTHER&lt;br /&gt;
 FATHER&lt;br /&gt;
 SPOUSE&lt;br /&gt;
 CHILD&lt;br /&gt;
 DEITY&lt;br /&gt;
 LOVER&lt;br /&gt;
 Unrecognized Historical Figure Hist Fig Link Token: &lt;br /&gt;
 LEADER&lt;br /&gt;
 MAYOR&lt;br /&gt;
 ROYAL_GUARD&lt;br /&gt;
 MERCENARY&lt;br /&gt;
 FORMER_MERCENARY&lt;br /&gt;
 ENEMY&lt;br /&gt;
 CRIMINAL&lt;br /&gt;
 MEMBER&lt;br /&gt;
 FORMER_MEMBER&lt;br /&gt;
 MANAGER&lt;br /&gt;
 BOOKKEEPER&lt;br /&gt;
 BROKER&lt;br /&gt;
 SHERIFF&lt;br /&gt;
 GUARD_CAPTAIN&lt;br /&gt;
 CAPTAIN_OF_THE_GUARD&lt;br /&gt;
 MERCHANT_NOBILITY&lt;br /&gt;
 OUTPOST_LIAISON&lt;br /&gt;
 DIPLOMAT&lt;br /&gt;
 HIGH_PRIEST&lt;br /&gt;
 SLAVE&lt;br /&gt;
 FORMER_SLAVE&lt;br /&gt;
 PRISONER&lt;br /&gt;
 FORMER_PRISONER&lt;br /&gt;
 PRIEST&lt;br /&gt;
 SHOPKEEPER&lt;br /&gt;
 MINER&lt;br /&gt;
 WOODWORKER&lt;br /&gt;
 CARPENTER&lt;br /&gt;
 BOWYER&lt;br /&gt;
 WOODCUTTER&lt;br /&gt;
 STONEWORKER&lt;br /&gt;
 ENGRAVER&lt;br /&gt;
 MASON&lt;br /&gt;
 RANGER&lt;br /&gt;
 ANIMAL_CARETAKER&lt;br /&gt;
 ANIMAL_TRAINER&lt;br /&gt;
 HUNTER&lt;br /&gt;
 TRAPPER&lt;br /&gt;
 ANIMAL_DISSECTOR&lt;br /&gt;
 METALSMITH&lt;br /&gt;
 FURNACE_OPERATOR&lt;br /&gt;
 WEAPONSMITH&lt;br /&gt;
 ARMORER&lt;br /&gt;
 BLACKSMITH&lt;br /&gt;
 METALCRAFTER&lt;br /&gt;
 JEWELER&lt;br /&gt;
 GEM_CUTTER&lt;br /&gt;
 GEM_SETTER&lt;br /&gt;
 CRAFTSMAN&lt;br /&gt;
 WOODCRAFTER&lt;br /&gt;
 STONECRAFTER&lt;br /&gt;
 LEATHERWORKER&lt;br /&gt;
 BONE_CARVER&lt;br /&gt;
 WEAVER&lt;br /&gt;
 CLOTHIER&lt;br /&gt;
 GLASSMAKER&lt;br /&gt;
 STRAND_EXTRACTOR&lt;br /&gt;
 KING&lt;br /&gt;
 KING_CONSORT&lt;br /&gt;
 FISHERY_WORKER&lt;br /&gt;
 FISHERMAN&lt;br /&gt;
 FISH_DISSECTOR&lt;br /&gt;
 FISH_CLEANER&lt;br /&gt;
 FARMER&lt;br /&gt;
 CHEESE_MAKER&lt;br /&gt;
 MILKER&lt;br /&gt;
 COOK&lt;br /&gt;
 THRESHER&lt;br /&gt;
 MILLER&lt;br /&gt;
 BUTCHER&lt;br /&gt;
 TANNER&lt;br /&gt;
 DYER&lt;br /&gt;
 PLANTER&lt;br /&gt;
 HERBALIST&lt;br /&gt;
 BREWER&lt;br /&gt;
 SOAP_MAKER&lt;br /&gt;
 POTASH_MAKER&lt;br /&gt;
 LYE_MAKER&lt;br /&gt;
 WOOD_BURNER&lt;br /&gt;
 ENGINEER&lt;br /&gt;
 MECHANIC&lt;br /&gt;
 SIEGE_ENGINEER&lt;br /&gt;
 SIEGE_OPERATOR&lt;br /&gt;
 PUMP_OPERATOR&lt;br /&gt;
 CLERK&lt;br /&gt;
 ARCHITECT&lt;br /&gt;
 ADMINISTRATOR&lt;br /&gt;
 TRADER&lt;br /&gt;
 TAXCOLLECTOR&lt;br /&gt;
 EXECUTIONER&lt;br /&gt;
 BARON&lt;br /&gt;
 COUNT&lt;br /&gt;
 DUKE&lt;br /&gt;
 BARON_CONSORT&lt;br /&gt;
 COUNT_CONSORT&lt;br /&gt;
 DUKE_CONSORT&lt;br /&gt;
 PHILOSOPHER&lt;br /&gt;
 ADVISOR&lt;br /&gt;
 ALCHEMIST&lt;br /&gt;
 DUNGEONMASTER&lt;br /&gt;
 MERCHANT&lt;br /&gt;
 GUILDREP&lt;br /&gt;
 MERCHANTBARON&lt;br /&gt;
 MERCHANTPRINCE&lt;br /&gt;
 OUTPOSTLIAISON&lt;br /&gt;
 DRUID&lt;br /&gt;
 CHAMPION&lt;br /&gt;
 HAMMERMAN&lt;br /&gt;
 MASTER_HAMMERMAN&lt;br /&gt;
 SPEARMAN&lt;br /&gt;
 MASTER_SPEARMAN&lt;br /&gt;
 CROSSBOWMAN&lt;br /&gt;
 MASTER_CROSSBOWMAN&lt;br /&gt;
 WRESTLER&lt;br /&gt;
 MASTER_WRESTLER&lt;br /&gt;
 AXEMAN&lt;br /&gt;
 MASTER_AXEMAN&lt;br /&gt;
 SWORDSMAN&lt;br /&gt;
 MASTER_SWORDSMAN&lt;br /&gt;
 MACEMAN&lt;br /&gt;
 MASTER_MACEMAN&lt;br /&gt;
 PIKEMAN&lt;br /&gt;
 MASTER_PIKEMAN&lt;br /&gt;
 BOWMAN&lt;br /&gt;
 MASTER_BOWMAN&lt;br /&gt;
 BLOWGUNMAN&lt;br /&gt;
 MASTER_BLOWGUNMAN&lt;br /&gt;
 RECRUIT&lt;br /&gt;
 TRAINED_HUNTER&lt;br /&gt;
 TRAINED_WAR&lt;br /&gt;
 MASTER_THIEF&lt;br /&gt;
 THIEF&lt;br /&gt;
 STANDARD&lt;br /&gt;
 BABY&lt;br /&gt;
 DRUNK&lt;br /&gt;
 LASHER&lt;br /&gt;
 MASTER_LASHER&lt;br /&gt;
 NONE&lt;br /&gt;
 Unrecognized Unit Type Token: &lt;br /&gt;
 BLUDGEON&lt;br /&gt;
 SLASH&lt;br /&gt;
 GORE&lt;br /&gt;
 PIERCE&lt;br /&gt;
 BURN&lt;br /&gt;
 HEAT&lt;br /&gt;
 COLD&lt;br /&gt;
 Unrecognized Damage Token: &lt;br /&gt;
 MINING&lt;br /&gt;
 WOODCUTTING&lt;br /&gt;
 CARPENTRY&lt;br /&gt;
 DETAILSTONE&lt;br /&gt;
 MASONRY&lt;br /&gt;
 ANIMALTRAIN&lt;br /&gt;
 ANIMALCARE&lt;br /&gt;
 DISSECT_FISH&lt;br /&gt;
 DISSECT_VERMIN&lt;br /&gt;
 PROCESSFISH&lt;br /&gt;
 TRAPPING&lt;br /&gt;
 WEAVING&lt;br /&gt;
 BREWING&lt;br /&gt;
 ALCHEMY&lt;br /&gt;
 CLOTHESMAKING&lt;br /&gt;
 MILLING&lt;br /&gt;
 PROCESSPLANTS&lt;br /&gt;
 CHEESEMAKING&lt;br /&gt;
 MILK&lt;br /&gt;
 HERBALISM&lt;br /&gt;
 SMELT&lt;br /&gt;
 EXTRACT_STRAND&lt;br /&gt;
 FORGE_WEAPON&lt;br /&gt;
 FORGE_ARMOR&lt;br /&gt;
 FORGE_FURNITURE&lt;br /&gt;
 CUTGEM&lt;br /&gt;
 ENCRUSTGEM&lt;br /&gt;
 WOODCRAFT&lt;br /&gt;
 STONECRAFT&lt;br /&gt;
 METALCRAFT&lt;br /&gt;
 LEATHERWORK&lt;br /&gt;
 BONECARVE&lt;br /&gt;
 UNARMED&lt;br /&gt;
 AXE&lt;br /&gt;
 SWORD&lt;br /&gt;
 DAGGER&lt;br /&gt;
 MACE&lt;br /&gt;
 HAMMER&lt;br /&gt;
 SPEAR&lt;br /&gt;
 CROSSBOW&lt;br /&gt;
 SHIELD&lt;br /&gt;
 ARMOR&lt;br /&gt;
 SIEGECRAFT&lt;br /&gt;
 SIEGEOPERATE&lt;br /&gt;
 OPERATE_PUMP&lt;br /&gt;
 PIKE&lt;br /&gt;
 WHIP&lt;br /&gt;
 BOW&lt;br /&gt;
 BLOWGUN&lt;br /&gt;
 THROW&lt;br /&gt;
 MECHANICS&lt;br /&gt;
 MAGIC_NATURE&lt;br /&gt;
 SNEAK&lt;br /&gt;
 DESIGNBUILDING&lt;br /&gt;
 WOOD_BURNING&lt;br /&gt;
 LYE_MAKING&lt;br /&gt;
 POTASH_MAKING&lt;br /&gt;
 SOAP_MAKING&lt;br /&gt;
 SWIMMING&lt;br /&gt;
 NEGOTIATION&lt;br /&gt;
 JUDGING_INTENT&lt;br /&gt;
 APPRAISAL&lt;br /&gt;
 ORGANIZATION&lt;br /&gt;
 RECORD_KEEPING&lt;br /&gt;
 INTIMIDATION&lt;br /&gt;
 CONVERSATION&lt;br /&gt;
 COMEDY&lt;br /&gt;
 FLATTERY&lt;br /&gt;
 CONSOLE&lt;br /&gt;
 PACIFY&lt;br /&gt;
 TRACKING&lt;br /&gt;
 Unrecognized Skill Token: &lt;br /&gt;
 WOOD&lt;br /&gt;
 STONE&lt;br /&gt;
 METAL&lt;br /&gt;
 BONE&lt;br /&gt;
 IVORY&lt;br /&gt;
 HORN&lt;br /&gt;
 AMBER&lt;br /&gt;
 CORAL&lt;br /&gt;
 PEARL&lt;br /&gt;
 SHELL&lt;br /&gt;
 LEATHER&lt;br /&gt;
 SILK&lt;br /&gt;
 PLANT_ALCOHOL&lt;br /&gt;
 GLASS_GREEN&lt;br /&gt;
 GLASS_CLEAR&lt;br /&gt;
 GLASS_CRYSTAL&lt;br /&gt;
 SAND&lt;br /&gt;
 COAL&lt;br /&gt;
 POTASH&lt;br /&gt;
 ASH&lt;br /&gt;
 PEARLASH&lt;br /&gt;
 LYE&lt;br /&gt;
 RENDERED_FAT&lt;br /&gt;
 SOAP_ANIMAL&lt;br /&gt;
 FAT&lt;br /&gt;
 MUD&lt;br /&gt;
 VOMIT&lt;br /&gt;
 BLOOD_NONSPECIFIC&lt;br /&gt;
 BLOOD_SPECIFIC&lt;br /&gt;
 SLIME&lt;br /&gt;
 FILTH_B&lt;br /&gt;
 FILTH_Y&lt;br /&gt;
 UNKNOWN_SUBSTANCE&lt;br /&gt;
 GRIME&lt;br /&gt;
 Unrecognized Material Token: &lt;br /&gt;
 FORCED&lt;br /&gt;
 UNCOMMON&lt;br /&gt;
 RARE&lt;br /&gt;
 BAR&lt;br /&gt;
 SMALLGEM&lt;br /&gt;
 BLOCKS&lt;br /&gt;
 ROUGH&lt;br /&gt;
 DOOR&lt;br /&gt;
 FLOODGATE&lt;br /&gt;
 HATCH_COVER&lt;br /&gt;
 GRATE&lt;br /&gt;
 BED&lt;br /&gt;
 CHAIR&lt;br /&gt;
 CHAIN&lt;br /&gt;
 FLASK&lt;br /&gt;
 GOBLET&lt;br /&gt;
 INSTRUMENT&lt;br /&gt;
 TOY&lt;br /&gt;
 WINDOW&lt;br /&gt;
 CAGE&lt;br /&gt;
 BARREL&lt;br /&gt;
 BUCKET&lt;br /&gt;
 ANIMALTRAP&lt;br /&gt;
 TABLE&lt;br /&gt;
 COFFIN&lt;br /&gt;
 STATUE&lt;br /&gt;
 QUERN&lt;br /&gt;
 MILLSTONE&lt;br /&gt;
 CORPSE&lt;br /&gt;
 WEAPON&lt;br /&gt;
 SHOES&lt;br /&gt;
 HELM&lt;br /&gt;
 GLOVES&lt;br /&gt;
 BOX&lt;br /&gt;
 BIN&lt;br /&gt;
 ARMORSTAND&lt;br /&gt;
 WEAPONRACK&lt;br /&gt;
 CABINET&lt;br /&gt;
 FIGURINE&lt;br /&gt;
 AMULET&lt;br /&gt;
 SCEPTER&lt;br /&gt;
 AMMO&lt;br /&gt;
 CROWN&lt;br /&gt;
 RING&lt;br /&gt;
 EARRING&lt;br /&gt;
 BRACELET&lt;br /&gt;
 GEM&lt;br /&gt;
 ANVIL&lt;br /&gt;
 CORPSEPIECE&lt;br /&gt;
 REMAINS&lt;br /&gt;
 MEAT&lt;br /&gt;
 FISH_RAW&lt;br /&gt;
 VERMIN&lt;br /&gt;
 PET&lt;br /&gt;
 SEEDS&lt;br /&gt;
 SKIN_RAW&lt;br /&gt;
 SKIN_TANNED&lt;br /&gt;
 BONES&lt;br /&gt;
 LEAVES&lt;br /&gt;
 TOTEM&lt;br /&gt;
 SKULL&lt;br /&gt;
 PANTS&lt;br /&gt;
 BACKPACK&lt;br /&gt;
 QUIVER&lt;br /&gt;
 CATAPULTPARTS&lt;br /&gt;
 BALLISTAPARTS&lt;br /&gt;
 SIEGEAMMO&lt;br /&gt;
 BALLISTAARROWHEAD&lt;br /&gt;
 TRAPPARTS&lt;br /&gt;
 TRAPCOMP&lt;br /&gt;
 EXTRACT&lt;br /&gt;
 POTION&lt;br /&gt;
 DRINK&lt;br /&gt;
 POWDER_MISC&lt;br /&gt;
 CHEESE&lt;br /&gt;
 LIQUID_MISC&lt;br /&gt;
 COIN&lt;br /&gt;
 GLOB&lt;br /&gt;
 ROCK&lt;br /&gt;
 PIPE_SECTION&lt;br /&gt;
 Unrecognized Item Token: &lt;br /&gt;
 CIV&lt;br /&gt;
 SITE&lt;br /&gt;
 VESSEL&lt;br /&gt;
 RELIGION&lt;br /&gt;
 TEMPLE&lt;br /&gt;
 BATTLE&lt;br /&gt;
 SIEGE&lt;br /&gt;
 errorlog.txt&lt;br /&gt;
 map_rejection_log.txt&lt;br /&gt;
 gamelog.txt&lt;br /&gt;
 COKE&lt;br /&gt;
 CHARCOAL&lt;br /&gt;
 NO_MATGLOSS&lt;br /&gt;
 Unrecognized Coal Token: &lt;br /&gt;
 USE_RACEGLOSS&lt;br /&gt;
 Unrecognized Wood Token: &lt;br /&gt;
 Unrecognized Plant Token: &lt;br /&gt;
 Unrecognized Plant Alcohol Token: &lt;br /&gt;
 USE_LAVA_STONE&lt;br /&gt;
 Unrecognized Stone Token: &lt;br /&gt;
 Unrecognized Metal Token: &lt;br /&gt;
 No Appropriate Nonspecific Blood Types in Token: &lt;br /&gt;
 Unrecognized Leather Token: &lt;br /&gt;
 Unrecognized Silk Token: &lt;br /&gt;
 Unrecognized Specific Blood Token: &lt;br /&gt;
 Unrecognized Bone Token: &lt;br /&gt;
 VEIN&lt;br /&gt;
 CLUSTER&lt;br /&gt;
 CLUSTER_SMALL&lt;br /&gt;
 CLUSTER_ONE&lt;br /&gt;
 Unrecognized Inclusion Type Token: &lt;br /&gt;
 NW&lt;br /&gt;
 NE&lt;br /&gt;
 SW&lt;br /&gt;
 SE&lt;br /&gt;
 West&lt;br /&gt;
 East&lt;br /&gt;
 North&lt;br /&gt;
 South&lt;br /&gt;
 Below&lt;br /&gt;
 Above&lt;br /&gt;
 Here&lt;br /&gt;
 /Below&lt;br /&gt;
 /Above&lt;br /&gt;
 gooey&lt;br /&gt;
 slimy&lt;br /&gt;
 vomitous&lt;br /&gt;
 bloody&lt;br /&gt;
 purulent&lt;br /&gt;
 ichorous&lt;br /&gt;
 slimy &lt;br /&gt;
 vomitous &lt;br /&gt;
 mixture of &lt;br /&gt;
 pool of &lt;br /&gt;
 slurry of &lt;br /&gt;
 All&lt;br /&gt;
 Leather&lt;br /&gt;
 Cloth (Plant)&lt;br /&gt;
 Cloth (Silk)&lt;br /&gt;
 Crafts&lt;br /&gt;
 Wood&lt;br /&gt;
 Pets&lt;br /&gt;
 Drinks&lt;br /&gt;
 Cheeses&lt;br /&gt;
 Powders&lt;br /&gt;
 Extracts&lt;br /&gt;
 Meat/Fish&lt;br /&gt;
 Plants&lt;br /&gt;
 Meat/Fish Recipes&lt;br /&gt;
 Other Recipes&lt;br /&gt;
 Metal Bars&lt;br /&gt;
 Small Cut Gems&lt;br /&gt;
 Large Cut Gems&lt;br /&gt;
 Stone Blocks&lt;br /&gt;
 Seeds&lt;br /&gt;
 Anvils&lt;br /&gt;
 Weapons&lt;br /&gt;
 Bodywear&lt;br /&gt;
 Ammo&lt;br /&gt;
 Trap Components&lt;br /&gt;
 Digging Implements&lt;br /&gt;
 Headwear&lt;br /&gt;
 Handwear&lt;br /&gt;
 Footwear&lt;br /&gt;
 Legwear&lt;br /&gt;
 Shields&lt;br /&gt;
 Toys&lt;br /&gt;
 Instruments&lt;br /&gt;
 Stone&lt;br /&gt;
 Cages&lt;br /&gt;
 Bags (Leather)&lt;br /&gt;
 Bags (Plant)&lt;br /&gt;
 Bags (Silk)&lt;br /&gt;
 Thread (Plant)&lt;br /&gt;
 Thread (Silk)&lt;br /&gt;
 Ropes (Plant)&lt;br /&gt;
 Ropes (Silk)&lt;br /&gt;
 Barrels&lt;br /&gt;
 Miscellaneous&lt;br /&gt;
 Invalid&lt;br /&gt;
 Dungeon Commander&lt;br /&gt;
 Insane Mood&lt;br /&gt;
 Undead Hunt&lt;br /&gt;
 Sieger Patrol&lt;br /&gt;
 Maraude Target&lt;br /&gt;
 Sieger Basepoint&lt;br /&gt;
 Sieger Mill&lt;br /&gt;
 Ambush Patrol&lt;br /&gt;
 Marauder Mill&lt;br /&gt;
 Wilderness Curious Wander&lt;br /&gt;
 Wilderness Curious Steal Target&lt;br /&gt;
 Wilderness Roamer&lt;br /&gt;
 Pattern Patrol&lt;br /&gt;
 Inactive Marauder&lt;br /&gt;
 Owner&lt;br /&gt;
 Commander&lt;br /&gt;
 Chained Animal&lt;br /&gt;
 Meeting Location&lt;br /&gt;
 Meeting Location Building&lt;br /&gt;
 Depot&lt;br /&gt;
 Vermin Hunting&lt;br /&gt;
 Seek Commander&lt;br /&gt;
 Return to Base&lt;br /&gt;
 Mill Anywhere&lt;br /&gt;
 Wagon&lt;br /&gt;
 Mill Building&lt;br /&gt;
 Head for Edge&lt;br /&gt;
 Milling Flood&lt;br /&gt;
 Nonsense&lt;br /&gt;
 Come to Job Building&lt;br /&gt;
 Valid Pond Dump Unit&lt;br /&gt;
 Valid Pond Dump&lt;br /&gt;
 Conflict Defense&lt;br /&gt;
 Adventure Move&lt;br /&gt;
 Thief Target&lt;br /&gt;
 Check Chest&lt;br /&gt;
 Sleep Bed&lt;br /&gt;
 Sleep Barracks&lt;br /&gt;
 Sleep Ground&lt;br /&gt;
 Leave Wall&lt;br /&gt;
 Flee Terrain&lt;br /&gt;
 Tax Room&lt;br /&gt;
 Guard Taxes&lt;br /&gt;
 Ransack Taxes&lt;br /&gt;
 Get Empty Sand Bag&lt;br /&gt;
 Sand Zone&lt;br /&gt;
 Grab Cage&lt;br /&gt;
 Uncage Animal&lt;br /&gt;
 Capture Small Pet&lt;br /&gt;
 Grab Cage Unit&lt;br /&gt;
 Go to Cage&lt;br /&gt;
 Grab Animal Trap&lt;br /&gt;
 Cage Vermin&lt;br /&gt;
 Grab Unfill Bucket&lt;br /&gt;
 Seek Fill Bucket&lt;br /&gt;
 Seek Patient for Carry&lt;br /&gt;
 Carry Patient to Bed&lt;br /&gt;
 Seek Give Water Bucket&lt;br /&gt;
 Go to Give Water Target&lt;br /&gt;
 Seek Food for Target&lt;br /&gt;
 Seek Target for Food&lt;br /&gt;
 Seek Animal for Slaughter&lt;br /&gt;
 Seek Slaughter Building&lt;br /&gt;
 Seek Animal for Chain&lt;br /&gt;
 Seek Chain for Animal&lt;br /&gt;
 Seek Cage for Unchain&lt;br /&gt;
 Seek Animal for Unchain&lt;br /&gt;
 Grab Food for Taming&lt;br /&gt;
 Seek Animal for Taming&lt;br /&gt;
 Seek Drink Item&lt;br /&gt;
 Seek Food Item&lt;br /&gt;
 Seek Eating Chair&lt;br /&gt;
 Seek Eating Chair 2&lt;br /&gt;
 Seek Bad Mood Building&lt;br /&gt;
 Set Glass Mood Building&lt;br /&gt;
 Set Mood Building&lt;br /&gt;
 Seek Fell Victim&lt;br /&gt;
 Clean Building Site&lt;br /&gt;
 Reset Priority Goal&lt;br /&gt;
 Main Job Building&lt;br /&gt;
 Drop Off Job Items&lt;br /&gt;
 Grab Job Resources&lt;br /&gt;
 Work at Building&lt;br /&gt;
 Grab Clothing&lt;br /&gt;
 Grab Weapon&lt;br /&gt;
 Grab Ammunition&lt;br /&gt;
 Grab Shield&lt;br /&gt;
 Grab Armor&lt;br /&gt;
 Grab Helm&lt;br /&gt;
 Grab Boots&lt;br /&gt;
 Grab Gloves&lt;br /&gt;
 Grab Pants&lt;br /&gt;
 Grab Quiver&lt;br /&gt;
 Grab Backpack&lt;br /&gt;
 Grab Waterskin&lt;br /&gt;
 Start Hunt&lt;br /&gt;
 Start Fish&lt;br /&gt;
 Clean&lt;br /&gt;
 Hunt Vermin&lt;br /&gt;
 Patrol&lt;br /&gt;
 Squad Station&lt;br /&gt;
 Seek Infant&lt;br /&gt;
 Shop Specific&lt;br /&gt;
 Mill in Shop&lt;br /&gt;
 Go to Shop&lt;br /&gt;
 Seek Training Ammunition&lt;br /&gt;
 Archery Training Site&lt;br /&gt;
 Sparring Partner&lt;br /&gt;
 Sparring Site&lt;br /&gt;
 Attend Party&lt;br /&gt;
 Seek Artifact&lt;br /&gt;
 Grab Ammunition for Building&lt;br /&gt;
 Seek Building for Ammunition&lt;br /&gt;
 Seek Item for Storage&lt;br /&gt;
 Store Item&lt;br /&gt;
 Grab Kill&lt;br /&gt;
 Drop Kill at Butcher&lt;br /&gt;
 Drop Kill out Front&lt;br /&gt;
 Go to Beating Target&lt;br /&gt;
 Seek Kidnap Victim&lt;br /&gt;
 Seek Hunting Target&lt;br /&gt;
 Seek Target Mechanism&lt;br /&gt;
 Seek Target for Mechanism&lt;br /&gt;
 Seek Mechanism for Trigger&lt;br /&gt;
 Seek Trigger for Mechanism&lt;br /&gt;
 Seek Trap for Vermin Catch&lt;br /&gt;
 Seek Vermin for Catching&lt;br /&gt;
 Seek Vermin Catch Location&lt;br /&gt;
 Wander Vermin Catch Location&lt;br /&gt;
 Seek Vermin for Hunting&lt;br /&gt;
 Seek Vermin Hunting Spot&lt;br /&gt;
 Wander Vermin Hunting Spot&lt;br /&gt;
 Seek Fish Trap&lt;br /&gt;
 Seek Fish Catch Location&lt;br /&gt;
 Seek Well for Water&lt;br /&gt;
 Seek Drink Area for Water&lt;br /&gt;
 Manage Work Orders&lt;br /&gt;
 Update Stockpile Records&lt;br /&gt;
 Wander Depot&lt;br /&gt;
 Seek Update Office&lt;br /&gt;
 Seek Manage Office&lt;br /&gt;
 Assigned Building Job&lt;br /&gt;
 Chase Opponent&lt;br /&gt;
 Chase Opponent (Same Square)&lt;br /&gt;
 Flee from Opponent&lt;br /&gt;
 Attack Building&lt;br /&gt;
 Start Bed Carry&lt;br /&gt;
 Start Give Food Water&lt;br /&gt;
 Seek Station Flood&lt;br /&gt;
 Seek Station&lt;br /&gt;
 Start Water Job Well&lt;br /&gt;
 Start Water Job Drink&lt;br /&gt;
 Start Eat Job&lt;br /&gt;
 Scheduled Meal&lt;br /&gt;
 Scheduled Sleep Bed&lt;br /&gt;
 Scheduled Sleep Ground&lt;br /&gt;
 Rest&lt;br /&gt;
 Remove Construction&lt;br /&gt;
 Chop&lt;br /&gt;
 Detail&lt;br /&gt;
 Gather Plant&lt;br /&gt;
 Dig&lt;br /&gt;
 Mischief&lt;br /&gt;
 Rest (Recovered)&lt;br /&gt;
 Rest (Reset)&lt;br /&gt;
 PRIMITIVE&lt;br /&gt;
 FLOWERY&lt;br /&gt;
 THOUGHT&lt;br /&gt;
 NEW&lt;br /&gt;
 UGLY&lt;br /&gt;
 BOUNDARY&lt;br /&gt;
 NAME_CAVE&lt;br /&gt;
 VIOLENT&lt;br /&gt;
 WILD&lt;br /&gt;
 AQUATIC&lt;br /&gt;
 ASSERTIVE&lt;br /&gt;
 ARTIFICE&lt;br /&gt;
 MYSTERY&lt;br /&gt;
 COLOR&lt;br /&gt;
 UNTOWARD&lt;br /&gt;
 DOMESTIC&lt;br /&gt;
 MYTHIC&lt;br /&gt;
 FESTIVAL&lt;br /&gt;
 SUBORDINATE&lt;br /&gt;
 NEGATIVE&lt;br /&gt;
 NEGATOR&lt;br /&gt;
 PROTECT&lt;br /&gt;
 NAME_LAKE&lt;br /&gt;
 RESTRAIN&lt;br /&gt;
 OLD&lt;br /&gt;
 ROMANTIC&lt;br /&gt;
 NAME_MOUNTAINS&lt;br /&gt;
 NAME_OCEAN&lt;br /&gt;
 TRAVEL&lt;br /&gt;
 NAME_FOREST&lt;br /&gt;
 NAME_VOLCANO&lt;br /&gt;
 agriculture&lt;br /&gt;
 animals&lt;br /&gt;
 art&lt;br /&gt;
 balance&lt;br /&gt;
 beauty&lt;br /&gt;
 birth&lt;br /&gt;
 blight&lt;br /&gt;
 boundaries&lt;br /&gt;
 caverns&lt;br /&gt;
 chaos&lt;br /&gt;
 charity&lt;br /&gt;
 children&lt;br /&gt;
 coasts&lt;br /&gt;
 consolation&lt;br /&gt;
 courage&lt;br /&gt;
 crafts&lt;br /&gt;
 creation&lt;br /&gt;
 dance&lt;br /&gt;
 darkness&lt;br /&gt;
 dawn&lt;br /&gt;
 day&lt;br /&gt;
 death&lt;br /&gt;
 deformity&lt;br /&gt;
 depravity&lt;br /&gt;
 discipline&lt;br /&gt;
 disease&lt;br /&gt;
 dreams&lt;br /&gt;
 dusk&lt;br /&gt;
 duty&lt;br /&gt;
 earth&lt;br /&gt;
 family&lt;br /&gt;
 fame&lt;br /&gt;
 fate&lt;br /&gt;
 fertility&lt;br /&gt;
 festivals&lt;br /&gt;
 fire&lt;br /&gt;
 fish&lt;br /&gt;
 fishing&lt;br /&gt;
 food&lt;br /&gt;
 forgiveness&lt;br /&gt;
 fortresses&lt;br /&gt;
 freedom&lt;br /&gt;
 gambling&lt;br /&gt;
 games&lt;br /&gt;
 generosity&lt;br /&gt;
 happiness&lt;br /&gt;
 healing&lt;br /&gt;
 hospitality&lt;br /&gt;
 hunting&lt;br /&gt;
 inspiration&lt;br /&gt;
 jealousy&lt;br /&gt;
 jewels&lt;br /&gt;
 justice&lt;br /&gt;
 labor&lt;br /&gt;
 lakes&lt;br /&gt;
 laws&lt;br /&gt;
 lies&lt;br /&gt;
 light&lt;br /&gt;
 lightning&lt;br /&gt;
 longevity&lt;br /&gt;
 love&lt;br /&gt;
 loyalty&lt;br /&gt;
 luck&lt;br /&gt;
 lust&lt;br /&gt;
 marriage&lt;br /&gt;
 mercy&lt;br /&gt;
 metals&lt;br /&gt;
 minerals&lt;br /&gt;
 misery&lt;br /&gt;
 mist&lt;br /&gt;
 moon&lt;br /&gt;
 mountains&lt;br /&gt;
 muck&lt;br /&gt;
 murder&lt;br /&gt;
 music&lt;br /&gt;
 nature&lt;br /&gt;
 night&lt;br /&gt;
 nightmares&lt;br /&gt;
 oaths&lt;br /&gt;
 oceans&lt;br /&gt;
 order&lt;br /&gt;
 painting&lt;br /&gt;
 peace&lt;br /&gt;
 persuasion&lt;br /&gt;
 plants&lt;br /&gt;
 poetry&lt;br /&gt;
 pregnancy&lt;br /&gt;
 rain&lt;br /&gt;
 rainbows&lt;br /&gt;
 rebirth&lt;br /&gt;
 revelry&lt;br /&gt;
 revenge&lt;br /&gt;
 rivers&lt;br /&gt;
 rulership&lt;br /&gt;
 rumors&lt;br /&gt;
 sacrifice&lt;br /&gt;
 salt&lt;br /&gt;
 scholarship&lt;br /&gt;
 seasons&lt;br /&gt;
 silence&lt;br /&gt;
 sky&lt;br /&gt;
 song&lt;br /&gt;
 speech&lt;br /&gt;
 stars&lt;br /&gt;
 storms&lt;br /&gt;
 strength&lt;br /&gt;
 suicide&lt;br /&gt;
 sun&lt;br /&gt;
 theft&lt;br /&gt;
 thralldom&lt;br /&gt;
 thunder&lt;br /&gt;
 torture&lt;br /&gt;
 trade&lt;br /&gt;
 travelers&lt;br /&gt;
 treachery&lt;br /&gt;
 trees&lt;br /&gt;
 trickery&lt;br /&gt;
 truth&lt;br /&gt;
 twilight&lt;br /&gt;
 valor&lt;br /&gt;
 victory&lt;br /&gt;
 volcanos&lt;br /&gt;
 war&lt;br /&gt;
 water&lt;br /&gt;
 wealth&lt;br /&gt;
 weather&lt;br /&gt;
 wind&lt;br /&gt;
 wisdom&lt;br /&gt;
 writing&lt;br /&gt;
 youth&lt;br /&gt;
 no sphere&lt;br /&gt;
 paved outdoor area&lt;br /&gt;
 uneven pillars&lt;br /&gt;
 square of pillars&lt;br /&gt;
 pillars on the perimeter&lt;br /&gt;
 upper floors&lt;br /&gt;
 lower floors&lt;br /&gt;
 water pool&lt;br /&gt;
 lava pool&lt;br /&gt;
 stagnant pool&lt;br /&gt;
 open structure&lt;br /&gt;
 paved indoor areas&lt;br /&gt;
 detailed surfaces&lt;br /&gt;
 no architectural element&lt;br /&gt;
 MOUNTAIN&lt;br /&gt;
 GLACIER&lt;br /&gt;
 TUNDRA&lt;br /&gt;
 SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
 SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
 MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
 MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
 SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
 SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
 SWAMP_MANGROVE&lt;br /&gt;
 MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
 MARSH_TROPICAL_SALTWATER&lt;br /&gt;
 FOREST_TAIGA&lt;br /&gt;
 FOREST_TEMPERATE_CONIFER&lt;br /&gt;
 FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
 FOREST_TROPICAL_CONIFER&lt;br /&gt;
 FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
 FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
 GRASSLAND_TEMPERATE&lt;br /&gt;
 SAVANNA_TEMPERATE&lt;br /&gt;
 SHRUBLAND_TEMPERATE&lt;br /&gt;
 GRASSLAND_TROPICAL&lt;br /&gt;
 SAVANNA_TROPICAL&lt;br /&gt;
 SHRUBLAND_TROPICAL&lt;br /&gt;
 DESERT_BADLAND&lt;br /&gt;
 DESERT_ROCK&lt;br /&gt;
 DESERT_SAND&lt;br /&gt;
 OCEAN_TROPICAL&lt;br /&gt;
 OCEAN_TEMPERATE&lt;br /&gt;
 OCEAN_ARCTIC&lt;br /&gt;
 POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
 POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 POOL_TEMPERATE_SALTWATER&lt;br /&gt;
 POOL_TROPICAL_FRESHWATER&lt;br /&gt;
 POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
 POOL_TROPICAL_SALTWATER&lt;br /&gt;
 LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
 LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
 LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
 LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
 LAKE_TROPICAL_SALTWATER&lt;br /&gt;
 RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
 RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
 RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
 RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
 RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
 RIVER_TROPICAL_SALTWATER&lt;br /&gt;
 SUBTERRANEAN_WATER&lt;br /&gt;
 SUBTERRANEAN_CHASM&lt;br /&gt;
 SUBTERRANEAN_LAVA&lt;br /&gt;
 ALL_MAIN&lt;br /&gt;
 ANY_LAND&lt;br /&gt;
 ANY_OCEAN&lt;br /&gt;
 ANY_LAKE&lt;br /&gt;
 ANY_RIVER&lt;br /&gt;
 ANY_POOL&lt;br /&gt;
 NOT_FREEZING&lt;br /&gt;
 ANY_TEMPERATE&lt;br /&gt;
 ANY_TROPICAL&lt;br /&gt;
 ANY_FOREST&lt;br /&gt;
 ANY_SHRUBLAND&lt;br /&gt;
 ANY_GRASSLAND&lt;br /&gt;
 ANY_SAVANNA&lt;br /&gt;
 ANY_TEMPERATE_FOREST&lt;br /&gt;
 ANY_TROPICAL_FOREST&lt;br /&gt;
 ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
 ANY_TROPICAL_BROADLEAF&lt;br /&gt;
 ANY_WETLAND&lt;br /&gt;
 ANY_DESERT&lt;br /&gt;
 Unrecognized Biome Token: &lt;br /&gt;
 an &lt;br /&gt;
 mother&lt;br /&gt;
 father&lt;br /&gt;
 parent&lt;br /&gt;
 husband&lt;br /&gt;
 wives&lt;br /&gt;
 wife&lt;br /&gt;
 spouse&lt;br /&gt;
 eldest son&lt;br /&gt;
 second eldest son&lt;br /&gt;
 third eldest son&lt;br /&gt;
 fourth eldest son&lt;br /&gt;
 fifth eldest son&lt;br /&gt;
 sixth eldest son&lt;br /&gt;
 seventh eldest son&lt;br /&gt;
 eighth eldest son&lt;br /&gt;
 ninth eldest son&lt;br /&gt;
 tenth eldest son&lt;br /&gt;
 son&lt;br /&gt;
 youngest son&lt;br /&gt;
 only son&lt;br /&gt;
 eldest daughter&lt;br /&gt;
 second eldest daughter&lt;br /&gt;
 third eldest daughter&lt;br /&gt;
 fourth eldest daughter&lt;br /&gt;
 fifth eldest daughter&lt;br /&gt;
 sixth eldest daughter&lt;br /&gt;
 seventh eldest daughter&lt;br /&gt;
 eighth eldest daughter&lt;br /&gt;
 ninth eldest daughter&lt;br /&gt;
 tenth eldest daughter&lt;br /&gt;
 daughter&lt;br /&gt;
 only daughter&lt;br /&gt;
 youngest daughter&lt;br /&gt;
 eldest child&lt;br /&gt;
 second eldest child&lt;br /&gt;
 third eldest child&lt;br /&gt;
 fourth eldest child&lt;br /&gt;
 fifth eldest child&lt;br /&gt;
 sixth eldest child&lt;br /&gt;
 seventh eldest child&lt;br /&gt;
 eighth eldest child&lt;br /&gt;
 ninth eldest child&lt;br /&gt;
 tenth eldest child&lt;br /&gt;
 child&lt;br /&gt;
 youngest child&lt;br /&gt;
 only child&lt;br /&gt;
 paternal grandmother&lt;br /&gt;
 paternal grandfather&lt;br /&gt;
 maternal grandmother&lt;br /&gt;
 maternal grandfather&lt;br /&gt;
 grandmother&lt;br /&gt;
 grandfather&lt;br /&gt;
 grandparent&lt;br /&gt;
 older brother&lt;br /&gt;
 older sister&lt;br /&gt;
 older sibling&lt;br /&gt;
 younger brother&lt;br /&gt;
 younger sister&lt;br /&gt;
 younger sibling&lt;br /&gt;
 cousin&lt;br /&gt;
 aunt&lt;br /&gt;
 uncle&lt;br /&gt;
 no relationship&lt;br /&gt;
 ren&lt;br /&gt;
 negative &lt;br /&gt;
 zero&lt;br /&gt;
 one&lt;br /&gt;
 two&lt;br /&gt;
 three&lt;br /&gt;
 four&lt;br /&gt;
 five&lt;br /&gt;
 six&lt;br /&gt;
 seven&lt;br /&gt;
 eight&lt;br /&gt;
 nine&lt;br /&gt;
 ten&lt;br /&gt;
 eleven&lt;br /&gt;
 twelve&lt;br /&gt;
 thirteen&lt;br /&gt;
 fourteen&lt;br /&gt;
 fifteen&lt;br /&gt;
 sixteen&lt;br /&gt;
 seventeen&lt;br /&gt;
 eighteen&lt;br /&gt;
 nineteen&lt;br /&gt;
  billion&lt;br /&gt;
  million&lt;br /&gt;
  thousand&lt;br /&gt;
  hundred&lt;br /&gt;
 twenty&lt;br /&gt;
 thirty&lt;br /&gt;
 forty&lt;br /&gt;
 fifty&lt;br /&gt;
 sixty&lt;br /&gt;
 seventy&lt;br /&gt;
 eighty&lt;br /&gt;
 ninety&lt;br /&gt;
 -&lt;br /&gt;
 Negative &lt;br /&gt;
 Zeroth&lt;br /&gt;
 First&lt;br /&gt;
 Second&lt;br /&gt;
 Third&lt;br /&gt;
 Fourth&lt;br /&gt;
 Fifth&lt;br /&gt;
 Sixth&lt;br /&gt;
 Seventh&lt;br /&gt;
 Eighth&lt;br /&gt;
 Ninth&lt;br /&gt;
 Tenth&lt;br /&gt;
 Eleventh&lt;br /&gt;
 Twelfth&lt;br /&gt;
 Thirteenth&lt;br /&gt;
 Fourteenth&lt;br /&gt;
 Fifteenth&lt;br /&gt;
 Sixteenth&lt;br /&gt;
 Seventeenth&lt;br /&gt;
 Eighteenth&lt;br /&gt;
 Nineteenth&lt;br /&gt;
 th&lt;br /&gt;
 st&lt;br /&gt;
 nd&lt;br /&gt;
 rd&lt;br /&gt;
 SWAMP&lt;br /&gt;
 DESERT&lt;br /&gt;
 FOREST&lt;br /&gt;
 OCEAN&lt;br /&gt;
 LAKE&lt;br /&gt;
 GRASSLAND&lt;br /&gt;
 HILLS&lt;br /&gt;
 Unrecognized Region Type Token: &lt;br /&gt;
 Wetland&lt;br /&gt;
 Desert&lt;br /&gt;
 Forest&lt;br /&gt;
 Mountains&lt;br /&gt;
 Ocean&lt;br /&gt;
 Lake&lt;br /&gt;
 Glacier&lt;br /&gt;
 Tundra&lt;br /&gt;
 Grassland&lt;br /&gt;
 Hills&lt;br /&gt;
&lt;br /&gt;
 The impertinent lava has defaced a &lt;br /&gt;
 The impertinent magma has defaced a &lt;br /&gt;
 !&lt;br /&gt;
 A&lt;br /&gt;
  sculpture has melted!&lt;br /&gt;
 Digging designation cancelled: warm stone located.&lt;br /&gt;
 Digging designation cancelled: damp stone located.&lt;br /&gt;
&lt;br /&gt;
 Shop&lt;br /&gt;
 Trade Depot&lt;br /&gt;
 Alchemist's Laboratory&lt;br /&gt;
 Carpenter's Workshop&lt;br /&gt;
 Farmer's Workshop&lt;br /&gt;
 Ashery&lt;br /&gt;
 Mason's Workshop&lt;br /&gt;
 Craftsman&lt;br /&gt;
 's Workshop&lt;br /&gt;
 Jeweler's Workshop&lt;br /&gt;
 Metalsmith's Forge&lt;br /&gt;
 Magma Forge&lt;br /&gt;
 Bowyer's Workshop&lt;br /&gt;
 Mechanic's Workshop&lt;br /&gt;
 Siege Workshop&lt;br /&gt;
 Butcher's Shop&lt;br /&gt;
 Leather Works&lt;br /&gt;
 Tanner's Shop&lt;br /&gt;
 Dyer's Shop&lt;br /&gt;
 Clothier's Shop&lt;br /&gt;
 Fishery&lt;br /&gt;
 Still&lt;br /&gt;
 Loom&lt;br /&gt;
 Quern&lt;br /&gt;
 Millstone&lt;br /&gt;
 Kennels&lt;br /&gt;
 Kitchen&lt;br /&gt;
 Workshop&lt;br /&gt;
 Zone&lt;br /&gt;
 Farm Plot&lt;br /&gt;
 Smelter&lt;br /&gt;
 Glass Furnace&lt;br /&gt;
 Wood Furnace&lt;br /&gt;
 Kiln&lt;br /&gt;
 Magma Smelter&lt;br /&gt;
 Magma Glass Furnace&lt;br /&gt;
 Magma Kiln&lt;br /&gt;
 Furnace&lt;br /&gt;
 Lever&lt;br /&gt;
 Pressure Plate&lt;br /&gt;
 Cage Trap&lt;br /&gt;
 Stone-Fall Trap&lt;br /&gt;
 Weapon Trap&lt;br /&gt;
 Trap&lt;br /&gt;
 Catapult&lt;br /&gt;
 Ballista&lt;br /&gt;
 Siege Engine&lt;br /&gt;
 Door&lt;br /&gt;
 Floor Hatch&lt;br /&gt;
 Wall Grate&lt;br /&gt;
 Floor Grate&lt;br /&gt;
 Vertical Bars&lt;br /&gt;
 Floor Bars&lt;br /&gt;
 Floodgate&lt;br /&gt;
 Restraint&lt;br /&gt;
 Cage&lt;br /&gt;
 Support&lt;br /&gt;
 Gear Assembly&lt;br /&gt;
 Horizontal Axle&lt;br /&gt;
 Vertical Axle&lt;br /&gt;
 Upright Spear/Spike&lt;br /&gt;
 Archery Target&lt;br /&gt;
 Screw Pump&lt;br /&gt;
 Water Wheel&lt;br /&gt;
 Windmill&lt;br /&gt;
 Burial Receptacle&lt;br /&gt;
 Seat&lt;br /&gt;
 Animal Trap&lt;br /&gt;
 Table&lt;br /&gt;
 Cabinet&lt;br /&gt;
 Weapon Rack&lt;br /&gt;
 Armor Stand&lt;br /&gt;
 Container&lt;br /&gt;
 Bed&lt;br /&gt;
 Dirt Road&lt;br /&gt;
 Paved Road&lt;br /&gt;
 Bridge&lt;br /&gt;
 Well&lt;br /&gt;
 Statue&lt;br /&gt;
 Glass Window&lt;br /&gt;
 Gem Window&lt;br /&gt;
 Stockpile&lt;br /&gt;
 Wall&lt;br /&gt;
 Floor&lt;br /&gt;
 Up Stair&lt;br /&gt;
 Down Stair&lt;br /&gt;
 Up/Down Stair&lt;br /&gt;
 Ramp&lt;br /&gt;
 Fortification&lt;br /&gt;
 Construction&lt;br /&gt;
 Vacant Shop&lt;br /&gt;
 General Store&lt;br /&gt;
 Crafts Market&lt;br /&gt;
 Clothing Shop&lt;br /&gt;
 Exotic Clothing Shop&lt;br /&gt;
  Lever&lt;br /&gt;
  Door&lt;br /&gt;
  Floor Hatch&lt;br /&gt;
  Wall Grate&lt;br /&gt;
  Floor Grate&lt;br /&gt;
 Vertical &lt;br /&gt;
  Bars&lt;br /&gt;
  Floor Bars&lt;br /&gt;
  Floodgate&lt;br /&gt;
  Rope&lt;br /&gt;
  Chain&lt;br /&gt;
 Aquarium&lt;br /&gt;
 Terrarium&lt;br /&gt;
 Shared&lt;br /&gt;
 )&lt;br /&gt;
  (&lt;br /&gt;
 Rough &lt;br /&gt;
  Archery Target&lt;br /&gt;
  Gear Assembly&lt;br /&gt;
 Horizontal &lt;br /&gt;
  Axle&lt;br /&gt;
  Pillar&lt;br /&gt;
  Support&lt;br /&gt;
 Retracted &lt;br /&gt;
 Upright &lt;br /&gt;
 Spikes&lt;br /&gt;
 Spears&lt;br /&gt;
 Spears/Spikes&lt;br /&gt;
 Weapon&lt;br /&gt;
  Casket&lt;br /&gt;
  Sarcophagus&lt;br /&gt;
  Coffin&lt;br /&gt;
  Chair&lt;br /&gt;
  Throne&lt;br /&gt;
  Animal Trap&lt;br /&gt;
  Table&lt;br /&gt;
  Cabinet&lt;br /&gt;
  Weapon Rack&lt;br /&gt;
  Armor Stand&lt;br /&gt;
  Coffer&lt;br /&gt;
  Bag&lt;br /&gt;
  Chest&lt;br /&gt;
 Dirt&lt;br /&gt;
  Road&lt;br /&gt;
  Bridge&lt;br /&gt;
  Statue&lt;br /&gt;
 Glass&lt;br /&gt;
 Gem&lt;br /&gt;
  Window&lt;br /&gt;
 Armor &lt;br /&gt;
 Weapon &lt;br /&gt;
 Animal &lt;br /&gt;
 Food &lt;br /&gt;
 Furniture &lt;br /&gt;
 Graveyard &lt;br /&gt;
 Refuse &lt;br /&gt;
 Stone &lt;br /&gt;
 Ammo &lt;br /&gt;
 Coins &lt;br /&gt;
 Bar/Block &lt;br /&gt;
 Gem &lt;br /&gt;
 Finished Goods &lt;br /&gt;
 Leather &lt;br /&gt;
 Cloth &lt;br /&gt;
 Wood &lt;br /&gt;
 Stockpile #&lt;br /&gt;
 (CLT)&lt;br /&gt;
 *CLT*&lt;br /&gt;
 CLT&lt;br /&gt;
 You've caught a &lt;br /&gt;
 Your trap was robbed of the &lt;br /&gt;
 BALLISTA&lt;br /&gt;
  has designed a masterpiece!&lt;br /&gt;
  has constructed a masterpiece!&lt;br /&gt;
 preparetomb() HAS NULL owner&lt;br /&gt;
 preparetomb() HAS LIVE owner&lt;br /&gt;
 A masterwork of &lt;br /&gt;
  has been lost!&lt;br /&gt;
 Home&lt;br /&gt;
 Craft Store&lt;br /&gt;
 Basement&lt;br /&gt;
 Weapon Store&lt;br /&gt;
 Armor Store&lt;br /&gt;
 Clothing Store&lt;br /&gt;
 Food Store&lt;br /&gt;
 Mead Hall&lt;br /&gt;
 Temple&lt;br /&gt;
 Throneroom&lt;br /&gt;
 Activity Zone&lt;br /&gt;
 Invalid Type&lt;br /&gt;
 Building Level Map Overflow&lt;br /&gt;
&lt;br /&gt;
 This is the &lt;br /&gt;
  currency of &lt;br /&gt;
  from the year &lt;br /&gt;
  from an unknown year&lt;br /&gt;
  under the ruler &lt;br /&gt;
  under an obscure ruler&lt;br /&gt;
  from a period of no rule&lt;br /&gt;
 gen&lt;br /&gt;
 RANDOM&lt;br /&gt;
 You&lt;br /&gt;
 The &lt;br /&gt;
 Your&lt;br /&gt;
 's&lt;br /&gt;
 spinning &lt;br /&gt;
 flying &lt;br /&gt;
 its&lt;br /&gt;
 It&lt;br /&gt;
  twist&lt;br /&gt;
  twists&lt;br /&gt;
  the embedded &lt;br /&gt;
  around in &lt;br /&gt;
  let&lt;br /&gt;
  lets&lt;br /&gt;
  drop away as &lt;br /&gt;
 attack&lt;br /&gt;
 attacks&lt;br /&gt;
 .&lt;br /&gt;
  leap at &lt;br /&gt;
  leaps at &lt;br /&gt;
  charge at &lt;br /&gt;
  charges at &lt;br /&gt;
  from behind&lt;br /&gt;
  from the side&lt;br /&gt;
  looks &lt;br /&gt;
 surprised by the ferocity of &lt;br /&gt;
  onslaught!&lt;br /&gt;
  jump&lt;br /&gt;
  jumps&lt;br /&gt;
  away from &lt;br /&gt;
  attack &lt;br /&gt;
  attacks &lt;br /&gt;
  but &lt;br /&gt;
  away&lt;br /&gt;
  miss &lt;br /&gt;
  misses &lt;br /&gt;
  counterstrike&lt;br /&gt;
  counterstrikes&lt;br /&gt;
  by the &lt;br /&gt;
  in the &lt;br /&gt;
  with &lt;br /&gt;
 The grab glances away.&lt;br /&gt;
  are&lt;br /&gt;
  is&lt;br /&gt;
  propelled away by the force of the blow!&lt;br /&gt;
  has lodged firmly in the wound!&lt;br /&gt;
 Many large thorns grow from the &lt;br /&gt;
  latch on firmly&lt;br /&gt;
  latches on firmly&lt;br /&gt;
  to &lt;br /&gt;
  latch on firmly!&lt;br /&gt;
  latches on firmly!&lt;br /&gt;
  has become enraged!&lt;br /&gt;
 The shot glances away.&lt;br /&gt;
  strike at &lt;br /&gt;
  strikes at &lt;br /&gt;
  but the shot is blocked!&lt;br /&gt;
  block &lt;br /&gt;
  blocks &lt;br /&gt;
  but the shot is parried!&lt;br /&gt;
  bat &lt;br /&gt;
  bats &lt;br /&gt;
  out of the air!&lt;br /&gt;
  collide&lt;br /&gt;
  collides&lt;br /&gt;
  knocked over&lt;br /&gt;
  and tumble&lt;br /&gt;
  and tumbles&lt;br /&gt;
  backward&lt;br /&gt;
  bounce&lt;br /&gt;
  bounces&lt;br /&gt;
 You tangle together and fall over!&lt;br /&gt;
 They tangle together and fall over!&lt;br /&gt;
 You tangle together and tumble forward!&lt;br /&gt;
 They tangle together and tumble forward!&lt;br /&gt;
  rush&lt;br /&gt;
  rushes&lt;br /&gt;
  by &lt;br /&gt;
  manage&lt;br /&gt;
  manages&lt;br /&gt;
  to stop where &lt;br /&gt;
  used to be.&lt;br /&gt;
  slam&lt;br /&gt;
  slams&lt;br /&gt;
  into an obstacle&lt;br /&gt;
  and&lt;br /&gt;
  fall&lt;br /&gt;
  falls&lt;br /&gt;
  over&lt;br /&gt;
 strikes&lt;br /&gt;
 hack at&lt;br /&gt;
 hacks at&lt;br /&gt;
 lash&lt;br /&gt;
 lashes&lt;br /&gt;
 stab&lt;br /&gt;
 stabs&lt;br /&gt;
 bash&lt;br /&gt;
 bashes&lt;br /&gt;
 burn&lt;br /&gt;
 burns&lt;br /&gt;
 freeze&lt;br /&gt;
 freezes&lt;br /&gt;
 your&lt;br /&gt;
  lock&lt;br /&gt;
  locks&lt;br /&gt;
  place&lt;br /&gt;
  places&lt;br /&gt;
  a chokehold on &lt;br /&gt;
  take&lt;br /&gt;
  takes&lt;br /&gt;
  down by the &lt;br /&gt;
  throw&lt;br /&gt;
  throws&lt;br /&gt;
  pinch&lt;br /&gt;
  pinches&lt;br /&gt;
  gouge&lt;br /&gt;
  gouges&lt;br /&gt;
 sprain&lt;br /&gt;
 badly sprain&lt;br /&gt;
 break&lt;br /&gt;
 cripple&lt;br /&gt;
  release&lt;br /&gt;
  releases&lt;br /&gt;
  loosen&lt;br /&gt;
  loosens&lt;br /&gt;
  the joint lock of &lt;br /&gt;
  on &lt;br /&gt;
  the choke hold of &lt;br /&gt;
  break&lt;br /&gt;
  breaks&lt;br /&gt;
  the grip of &lt;br /&gt;
  struggle&lt;br /&gt;
  struggles&lt;br /&gt;
  in vain against the grip of &lt;br /&gt;
  shake&lt;br /&gt;
  shakes&lt;br /&gt;
  around by the &lt;br /&gt;
  is ripped away and remains in &lt;br /&gt;
  mouth&lt;br /&gt;
  grip&lt;br /&gt;
 strangle&lt;br /&gt;
  pass&lt;br /&gt;
  passes&lt;br /&gt;
  out.&lt;br /&gt;
  adjust&lt;br /&gt;
  adjusts&lt;br /&gt;
 grab&lt;br /&gt;
 grabs&lt;br /&gt;
 push&lt;br /&gt;
 pushes&lt;br /&gt;
&lt;br /&gt;
  spatter&lt;br /&gt;
  smear&lt;br /&gt;
  covering&lt;br /&gt;
 Don't talk to me.&lt;br /&gt;
 Welcome to &lt;br /&gt;
 Welcome home, my child.&lt;br /&gt;
 Welcome to the &lt;br /&gt;
 Let's trade.&lt;br /&gt;
 Fantastic!  Please come closer and ask again.&lt;br /&gt;
 You do business.&lt;br /&gt;
 Come see me in my store sometime.&lt;br /&gt;
 You should probably try a shopkeeper.&lt;br /&gt;
 Join me on my adventures!&lt;br /&gt;
 Yes, let's continue onward!&lt;br /&gt;
 Hey...  that sounds like a great idea!&lt;br /&gt;
 Excitement!  Adventure!  I am thrilled to join you.&lt;br /&gt;
 Surely any place is better than this.  Let's set off immediately!&lt;br /&gt;
 I've always wanted to travel the world.  Let us be off!&lt;br /&gt;
 I will agree to travel with you if you lead me to glory and death.&lt;br /&gt;
 Take me away from here.&lt;br /&gt;
 I'm sorry.  My duty is here.&lt;br /&gt;
 I'm sorry.  I can't go with you.&lt;br /&gt;
 It is I that would lead you, but I have no need of your protection.&lt;br /&gt;
 Ha!  Such enthusiasm from one such as yourself.&lt;br /&gt;
 With a band so large, what share of the glory would I have?&lt;br /&gt;
 I would...  rather not.&lt;br /&gt;
 Tell me about this area.&lt;br /&gt;
 Ask me when I've returned to my home!&lt;br /&gt;
 Tell me about &lt;br /&gt;
 You look like a mighty warrior indeed.&lt;br /&gt;
 I am the leader of &lt;br /&gt;
 I am the mayor of &lt;br /&gt;
 I am the manager of &lt;br /&gt;
 I am the bookkeeper of &lt;br /&gt;
 I am the broker of &lt;br /&gt;
 I am the sheriff of &lt;br /&gt;
 I am the captain of the guard of &lt;br /&gt;
 I am the outpost liaison of &lt;br /&gt;
 I am the diplomat of &lt;br /&gt;
 I am &lt;br /&gt;
 of the merchant nobility&lt;br /&gt;
  of &lt;br /&gt;
 I am the high priest of &lt;br /&gt;
 I am a slave of &lt;br /&gt;
 I am a prisoner of &lt;br /&gt;
 I am a shopkeeper&lt;br /&gt;
  at &lt;br /&gt;
  here&lt;br /&gt;
  in &lt;br /&gt;
 I am a priest of &lt;br /&gt;
 Please help me to escape from this place.&lt;br /&gt;
 But mostly I just like to drink.&lt;br /&gt;
 How I long for some excitement in my life...&lt;br /&gt;
 I've always dreamed of seeing far-away places.&lt;br /&gt;
 I would give anything to be away from here.  I can't stand the boredom!&lt;br /&gt;
 Can you lead me to battle and a warrior's death?&lt;br /&gt;
 Tell me about your family.&lt;br /&gt;
 I seek the capital.&lt;br /&gt;
 I am here to discuss serving your cause.&lt;br /&gt;
 Ah, of course.  Please come closer and ask again.&lt;br /&gt;
 I'm flattered, but I have no need of you.&lt;br /&gt;
 Goodbye.&lt;br /&gt;
 Press &lt;br /&gt;
  to continue.&lt;br /&gt;
  when finished.&lt;br /&gt;
 Greet&lt;br /&gt;
 Nevermind&lt;br /&gt;
 Trade&lt;br /&gt;
 Join&lt;br /&gt;
 Profession&lt;br /&gt;
 Family&lt;br /&gt;
 Capital&lt;br /&gt;
 Surroundings&lt;br /&gt;
 Service&lt;br /&gt;
 Goodbye&lt;br /&gt;
  to select choices.&lt;br /&gt;
  to scroll text.&lt;br /&gt;
 Talking to &lt;br /&gt;
 You begin a conversation with &lt;br /&gt;
  lies before&lt;br /&gt;
  stands before&lt;br /&gt;
  calls out to&lt;br /&gt;
  you.&lt;br /&gt;
 S&lt;br /&gt;
 ([LIP])&lt;br /&gt;
 ([lip])&lt;br /&gt;
 ...&lt;br /&gt;
  STRANGUS &lt;br /&gt;
  AUGIS &lt;br /&gt;
  STORKIS &lt;br /&gt;
 ... (slew &lt;br /&gt;
 , leader of &lt;br /&gt;
 , mayor of &lt;br /&gt;
 , high priest of &lt;br /&gt;
 [PRO_SUB]&lt;br /&gt;
 [PRO_OBJ]&lt;br /&gt;
 [PRO_POS]&lt;br /&gt;
 I am speaking for &lt;br /&gt;
 .  Thank you for your offer of service.&lt;br /&gt;
 Our people have been pestered by a skulking villian.&lt;br /&gt;
 Our people have been tormented by a fearsome foe.&lt;br /&gt;
 As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.&lt;br /&gt;
 Vanquishing a great beast on our behalf would bring us all much glory.&lt;br /&gt;
 Seek this place and kill &lt;br /&gt;
 Seek and kill &lt;br /&gt;
 Knowing no mercy, &lt;br /&gt;
 devoured &lt;br /&gt;
 devoured our livestock&lt;br /&gt;
 stole &lt;br /&gt;
 stole our treasures&lt;br /&gt;
 destroyed &lt;br /&gt;
 a craft store&lt;br /&gt;
 a weapon store&lt;br /&gt;
 an armor store&lt;br /&gt;
 a clothing store&lt;br /&gt;
 a food store&lt;br /&gt;
 a mead hall&lt;br /&gt;
 a keep&lt;br /&gt;
 a home&lt;br /&gt;
 a collection of homes&lt;br /&gt;
 an apartment room&lt;br /&gt;
 a temple&lt;br /&gt;
 a tower&lt;br /&gt;
 destroyed our homes&lt;br /&gt;
 This vile fiend &lt;br /&gt;
 even &lt;br /&gt;
 murdered &lt;br /&gt;
 my &lt;br /&gt;
 has even killed &lt;br /&gt;
 has killed &lt;br /&gt;
  lust for murder&lt;br /&gt;
 , among them &lt;br /&gt;
 Ah, well...  we are quite untroubled here.&lt;br /&gt;
 You succeeded!  Amazing.  You are a champion.&lt;br /&gt;
 It looks like somebody got there first.  In any case, thank you for your dedication.&lt;br /&gt;
 Keep up the good work.  Let me know when the deed is done.&lt;br /&gt;
 Capital of what?&lt;br /&gt;
 This is all there is.&lt;br /&gt;
 There is no capital.&lt;br /&gt;
 There's absolutely nothing interesting around here.&lt;br /&gt;
 We are in &lt;br /&gt;
 There is a great keep there&lt;br /&gt;
  named &lt;br /&gt;
 There is a temple&lt;br /&gt;
  there&lt;br /&gt;
  is there.&lt;br /&gt;
 It is a place of great evil.&lt;br /&gt;
  looks around nervously and leans forward, speaking quietly.&lt;br /&gt;
 It is rumored that the dead rise and stalk the living!&lt;br /&gt;
 That place is blessed.&lt;br /&gt;
 Savage beasts call it their home.&lt;br /&gt;
 !  It's terrifying.&lt;br /&gt;
  have been known to hunt out there.&lt;br /&gt;
  roam freely out there.&lt;br /&gt;
 I don't know very much about it.&lt;br /&gt;
 The surrounding area is called &lt;br /&gt;
 PLACE&lt;br /&gt;
 the wilds&lt;br /&gt;
 something&lt;br /&gt;
 CONTEXT&lt;br /&gt;
 ANY&lt;br /&gt;
 ENTITY&lt;br /&gt;
 HIST_FIG&lt;br /&gt;
 ABSTRACT_BUILDING&lt;br /&gt;
 SUBREGION&lt;br /&gt;
 FAMILY_RELATIONSHIP&lt;br /&gt;
 NUMBER&lt;br /&gt;
 ORDINAL&lt;br /&gt;
 UNIT_NAME&lt;br /&gt;
 RACE&lt;br /&gt;
 INDEF_FAMILY_RELATIONSHIP&lt;br /&gt;
 SPHERE&lt;br /&gt;
 DEF_SPHERE&lt;br /&gt;
 ARCH_ELEMENT&lt;br /&gt;
 JUSTIFICATION&lt;br /&gt;
 SPEAKER&lt;br /&gt;
 AUDIENCE&lt;br /&gt;
 is&lt;br /&gt;
 us&lt;br /&gt;
 er&lt;br /&gt;
 in&lt;br /&gt;
 as&lt;br /&gt;
  remains silent.&lt;br /&gt;
 The Void&lt;br /&gt;
 , Deity&lt;br /&gt;
 , Force&lt;br /&gt;
 vector&amp;lt;bool&amp;gt; too long&lt;br /&gt;
&lt;br /&gt;
 nothing&lt;br /&gt;
 chunk&lt;br /&gt;
 chunks&lt;br /&gt;
 FEATURE_ATTACK_GROUP&lt;br /&gt;
 CRAFTSMAN_NAME&lt;br /&gt;
 FISHERMAN_NAME&lt;br /&gt;
 HAMMERMAN_NAME&lt;br /&gt;
 SPEARMAN_NAME&lt;br /&gt;
 CROSSBOWMAN_NAME&lt;br /&gt;
 AXEMAN_NAME&lt;br /&gt;
 SWORDSMAN_NAME&lt;br /&gt;
 MACEMAN_NAME&lt;br /&gt;
 PIKEMAN_NAME&lt;br /&gt;
 BOWMAN_NAME&lt;br /&gt;
 CHILDNAME&lt;br /&gt;
 BABYNAME&lt;br /&gt;
 AMPHIBIOUS&lt;br /&gt;
 MOUNT&lt;br /&gt;
 MOUNT_EXOTIC&lt;br /&gt;
 LIKES_FIGHTING&lt;br /&gt;
 STOUT&lt;br /&gt;
 NARROW&lt;br /&gt;
 VEGETATION&lt;br /&gt;
 MAGICAL&lt;br /&gt;
 SAVAGE&lt;br /&gt;
 NATURAL&lt;br /&gt;
 VERMIN_HATEABLE&lt;br /&gt;
 REMAINS_UNDETERMINED&lt;br /&gt;
 BODY&lt;br /&gt;
 Unrecognized Creature Body Token: &lt;br /&gt;
  : &lt;br /&gt;
 BODYGLOSS&lt;br /&gt;
 Unrecognized Creature Body Gloss Token: &lt;br /&gt;
 ATTACK&lt;br /&gt;
 MAIN&lt;br /&gt;
 BYTYPE&lt;br /&gt;
 BYTOKEN&lt;br /&gt;
 ATTACKFLAG_CANLATCH&lt;br /&gt;
 ATTACKFLAG_WITH&lt;br /&gt;
 SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
 SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
 NOSMELLYROT&lt;br /&gt;
 ITEMCORPSE&lt;br /&gt;
 ITEMCORPSE_QUALITY&lt;br /&gt;
 HAS_RACEGLOSS&lt;br /&gt;
 BEACH_FREQUENCY&lt;br /&gt;
 UNDERSWIM&lt;br /&gt;
 CANOPENDOORS&lt;br /&gt;
 NOFEAR&lt;br /&gt;
 NOSTUCKINS&lt;br /&gt;
 SEVERONBREAKS&lt;br /&gt;
 PARALYZEIMMUNE&lt;br /&gt;
 PREFSTRING&lt;br /&gt;
 NOSKULL&lt;br /&gt;
 NOSKIN&lt;br /&gt;
 NOBONES&lt;br /&gt;
 NOMEAT&lt;br /&gt;
 HASSHELL&lt;br /&gt;
 NOEXERT&lt;br /&gt;
 NOPAIN&lt;br /&gt;
 CAVE_ADAPT&lt;br /&gt;
 NOTHOUGHT&lt;br /&gt;
 NOEMOTION&lt;br /&gt;
 TRANCES&lt;br /&gt;
 NOBLEED&lt;br /&gt;
 NOSTUN&lt;br /&gt;
 NONAUSEA&lt;br /&gt;
 EXTRAVISION&lt;br /&gt;
 BONECARN&lt;br /&gt;
 CARNIVORE&lt;br /&gt;
 SPEECH_MALE&lt;br /&gt;
 SPEECH_FEMALE&lt;br /&gt;
 PERSONALITY&lt;br /&gt;
 LISP&lt;br /&gt;
 INTELLIGENT&lt;br /&gt;
 CAN_CIV&lt;br /&gt;
 CAN_LEARN&lt;br /&gt;
 SLOW_LEARNER&lt;br /&gt;
 CAN_SPEAK&lt;br /&gt;
 UTTERANCES&lt;br /&gt;
 EQUIPS&lt;br /&gt;
 ALL_ACTIVE&lt;br /&gt;
 DIURNAL&lt;br /&gt;
 NOCTURNAL&lt;br /&gt;
 CREPUSCULAR&lt;br /&gt;
 MATUTINAL&lt;br /&gt;
 VESPERTINE&lt;br /&gt;
 ENDING&lt;br /&gt;
 POWER&lt;br /&gt;
 MEGABEAST&lt;br /&gt;
 SEMIMEGABEAST&lt;br /&gt;
 BIOME&lt;br /&gt;
 DEFENDER&lt;br /&gt;
 MEANDERER&lt;br /&gt;
 ALCOHOL_DEPENDENT&lt;br /&gt;
 EXTRACT_COOKABLE&lt;br /&gt;
 CHITIN&lt;br /&gt;
 NOBREATHE&lt;br /&gt;
 AMBUSHPREDATOR&lt;br /&gt;
 LOCKPICKER&lt;br /&gt;
 TRAPAVOID&lt;br /&gt;
 NOT_BUTCHERABLE&lt;br /&gt;
 MISCHIEVIOUS&lt;br /&gt;
 COOKABLE_LIVE&lt;br /&gt;
 PATTERNFLIER&lt;br /&gt;
 CURIOUSBEAST_EATER&lt;br /&gt;
 CURIOUSBEAST_ITEM&lt;br /&gt;
 CURIOUSBEAST_GUZZLER&lt;br /&gt;
 FLEEQUICK&lt;br /&gt;
 MUNDANE&lt;br /&gt;
 VERMINHUNTER&lt;br /&gt;
 EXTRACT_PERMANENT&lt;br /&gt;
 EXTRACT_PARALYZE&lt;br /&gt;
 EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
 EXTRACT_STUN&lt;br /&gt;
 EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
 IMMOLATE&lt;br /&gt;
 NO_SPRING&lt;br /&gt;
 NO_SUMMER&lt;br /&gt;
 NO_AUTUMN&lt;br /&gt;
 NO_WINTER&lt;br /&gt;
 MILKABLE&lt;br /&gt;
 EQUIPMENT_WAGON&lt;br /&gt;
 LARGE_PREDATOR&lt;br /&gt;
 BENIGN&lt;br /&gt;
 SMALL_REMAINS&lt;br /&gt;
 remains&lt;br /&gt;
 NAME&lt;br /&gt;
 SPECNAME&lt;br /&gt;
 MALE&lt;br /&gt;
 FEMALE&lt;br /&gt;
 GLOWCOLOR&lt;br /&gt;
 REMAINS_COLOR&lt;br /&gt;
 IMMOBILE_LAND&lt;br /&gt;
 VERMIN_EATER&lt;br /&gt;
 LIGHT_GEN&lt;br /&gt;
 VERMIN_GROUNDER&lt;br /&gt;
 VERMIN_ROTTER&lt;br /&gt;
 VERMIN_MICRO&lt;br /&gt;
 VERMIN_SOIL&lt;br /&gt;
 VERMIN_SOIL_COLONY&lt;br /&gt;
 VERMIN_FISH&lt;br /&gt;
 CANNOT_UNDEAD&lt;br /&gt;
 NO_EAT&lt;br /&gt;
 NO_DRINK&lt;br /&gt;
 NO_SLEEP&lt;br /&gt;
 COMMON_DOMESTIC&lt;br /&gt;
 WAGON_PULLER&lt;br /&gt;
 PACK_ANIMAL&lt;br /&gt;
 LARGE_ROAMING&lt;br /&gt;
 FLIER&lt;br /&gt;
 LOOSE_CLUSTERS&lt;br /&gt;
 PET_EXOTIC&lt;br /&gt;
 TRAINABLE&lt;br /&gt;
 WEBBER&lt;br /&gt;
 THICKWEB&lt;br /&gt;
 WEBIMMUNE&lt;br /&gt;
 FIREBREATH&lt;br /&gt;
 MULTIPLE_LITTER_RARE&lt;br /&gt;
 DRAGONFIREBREATH&lt;br /&gt;
 MAGMA_VISION&lt;br /&gt;
 FIREIMMUNE&lt;br /&gt;
 FIREIMMUNE_SUPER&lt;br /&gt;
 NO_GENDER&lt;br /&gt;
 POPULATION_NUMBER&lt;br /&gt;
 CLUSTER_NUMBER&lt;br /&gt;
 TRIGGERABLE_GROUP&lt;br /&gt;
 LITTERSIZE&lt;br /&gt;
 MAXAGE&lt;br /&gt;
 GNAWER&lt;br /&gt;
 PETVALUE&lt;br /&gt;
 SIZE&lt;br /&gt;
 EXTRACT_SIZE&lt;br /&gt;
 MODVALUE&lt;br /&gt;
 EXTRACT_VALUE&lt;br /&gt;
 CHEESE_VALUE&lt;br /&gt;
 VIEWRANGE&lt;br /&gt;
 BUILDINGDESTROYER&lt;br /&gt;
 DAMBLOCK&lt;br /&gt;
 DIFFICULTY&lt;br /&gt;
 GENPOWER&lt;br /&gt;
 GRASSTRAMPLE&lt;br /&gt;
 SPEED&lt;br /&gt;
 SWIMS_LEARNED&lt;br /&gt;
 SWIMS_INNATE&lt;br /&gt;
 SWIM_SPEED&lt;br /&gt;
 TRADE_CAPACITY&lt;br /&gt;
 BLOODTYPE&lt;br /&gt;
 G&lt;br /&gt;
 B&lt;br /&gt;
 Y&lt;br /&gt;
 M&lt;br /&gt;
 W&lt;br /&gt;
 0&lt;br /&gt;
 TILE&lt;br /&gt;
 GLOWTILE&lt;br /&gt;
 ALTTILE&lt;br /&gt;
 EXTRACT_ANTIDOTE&lt;br /&gt;
 EXTRACT_CHEESE&lt;br /&gt;
 VERMIN_BITE&lt;br /&gt;
 USE_EXTRACT&lt;br /&gt;
 PENETRATEPOWER&lt;br /&gt;
 FREQUENCY&lt;br /&gt;
 FISHITEM&lt;br /&gt;
 VERMIN_NOROAM&lt;br /&gt;
 VERMIN_NOFISH&lt;br /&gt;
 VERMIN_NOTRAP&lt;br /&gt;
 HOMEOTHERM&lt;br /&gt;
 LAYERING&lt;br /&gt;
 SPEC_HEAT&lt;br /&gt;
 HEATDAM_POINT&lt;br /&gt;
 COLDDAM_POINT&lt;br /&gt;
 IGNITE_POINT&lt;br /&gt;
 MELTING_POINT&lt;br /&gt;
 BOILING_POINT&lt;br /&gt;
 FIXED_TEMP&lt;br /&gt;
 SILK_SPEC_HEAT&lt;br /&gt;
 SILK_HEATDAM_POINT&lt;br /&gt;
 SILK_COLDDAM_POINT&lt;br /&gt;
 SILK_IGNITE_POINT&lt;br /&gt;
 SILK_MELTING_POINT&lt;br /&gt;
 SILK_BOILING_POINT&lt;br /&gt;
 SILK_FIXED_TEMP&lt;br /&gt;
 LEATHER_SPEC_HEAT&lt;br /&gt;
 LEATHER_HEATDAM_POINT&lt;br /&gt;
 LEATHER_COLDDAM_POINT&lt;br /&gt;
 LEATHER_IGNITE_POINT&lt;br /&gt;
 LEATHER_MELTING_POINT&lt;br /&gt;
 LEATHER_BOILING_POINT&lt;br /&gt;
 LEATHER_FIXED_TEMP&lt;br /&gt;
 BONE_SPEC_HEAT&lt;br /&gt;
 BONE_HEATDAM_POINT&lt;br /&gt;
 BONE_COLDDAM_POINT&lt;br /&gt;
 BONE_IGNITE_POINT&lt;br /&gt;
 BONE_MELTING_POINT&lt;br /&gt;
 BONE_BOILING_POINT&lt;br /&gt;
 BONE_FIXED_TEMP&lt;br /&gt;
 EXTRACT_SPEC_HEAT&lt;br /&gt;
 EXTRACT_HEATDAM_POINT&lt;br /&gt;
 EXTRACT_COLDDAM_POINT&lt;br /&gt;
 EXTRACT_IGNITE_POINT&lt;br /&gt;
 EXTRACT_MELTING_POINT&lt;br /&gt;
 EXTRACT_BOILING_POINT&lt;br /&gt;
 EXTRACT_FIXED_TEMP&lt;br /&gt;
 CHEESE_SPEC_HEAT&lt;br /&gt;
 CHEESE_HEATDAM_POINT&lt;br /&gt;
 CHEESE_COLDDAM_POINT&lt;br /&gt;
 CHEESE_IGNITE_POINT&lt;br /&gt;
 CHEESE_MELTING_POINT&lt;br /&gt;
 CHEESE_BOILING_POINT&lt;br /&gt;
 CHEESE_FIXED_TEMP&lt;br /&gt;
 DRINK_SPEC_HEAT&lt;br /&gt;
 DRINK_HEATDAM_POINT&lt;br /&gt;
 DRINK_COLDDAM_POINT&lt;br /&gt;
 DRINK_IGNITE_POINT&lt;br /&gt;
 DRINK_MELTING_POINT&lt;br /&gt;
 DRINK_BOILING_POINT&lt;br /&gt;
 DRINK_FIXED_TEMP&lt;br /&gt;
 DENSITY&lt;br /&gt;
 LEATHER_SOLID_DENSITY&lt;br /&gt;
 LEATHER_LIQUID_DENSITY&lt;br /&gt;
 BONE_SOLID_DENSITY&lt;br /&gt;
 BONE_LIQUID_DENSITY&lt;br /&gt;
 SILK_SOLID_DENSITY&lt;br /&gt;
 SILK_LIQUID_DENSITY&lt;br /&gt;
 EXTRACT_SOLID_DENSITY&lt;br /&gt;
 EXTRACT_LIQUID_DENSITY&lt;br /&gt;
 CHEESE_SOLID_DENSITY&lt;br /&gt;
 CHEESE_LIQUID_DENSITY&lt;br /&gt;
 DRINK_SOLID_DENSITY&lt;br /&gt;
 DRINK_LIQUID_DENSITY&lt;br /&gt;
 STANDARD_FLESH&lt;br /&gt;
 MATERIAL&lt;br /&gt;
 Unrecognized Creature Token: &lt;br /&gt;
 &amp;lt;RESERVED_MOD&amp;gt;&lt;br /&gt;
  size to small for non-vermin -- reset to 2&lt;br /&gt;
 data/speech/&lt;br /&gt;
 ADD_COLOR&lt;br /&gt;
 a girl&lt;br /&gt;
 a boy&lt;br /&gt;
 a child&lt;br /&gt;
 twins&lt;br /&gt;
 triplets&lt;br /&gt;
 quadruplets&lt;br /&gt;
 quintuplets&lt;br /&gt;
 sextuplets&lt;br /&gt;
 septuplets&lt;br /&gt;
 octuplets&lt;br /&gt;
 nonuplets&lt;br /&gt;
 decaplets&lt;br /&gt;
 undecaplets&lt;br /&gt;
 duodecaplets&lt;br /&gt;
 tredecaplets&lt;br /&gt;
 quattuordecaplets&lt;br /&gt;
 quindecaplets&lt;br /&gt;
 many babies&lt;br /&gt;
 creature&lt;br /&gt;
 NUMBERED_NAME&lt;br /&gt;
 skeletal &lt;br /&gt;
 zombie &lt;br /&gt;
 BP&lt;br /&gt;
 UPPERBODY&lt;br /&gt;
 LOWERBODY&lt;br /&gt;
 HEAD&lt;br /&gt;
 CON&lt;br /&gt;
 CONTYPE&lt;br /&gt;
 GRASP&lt;br /&gt;
 STANCE&lt;br /&gt;
 LIMB&lt;br /&gt;
 THROAT&lt;br /&gt;
 JOINT&lt;br /&gt;
 NERVOUS&lt;br /&gt;
 SIGHT&lt;br /&gt;
 HEAR&lt;br /&gt;
 SMELL&lt;br /&gt;
 EMBEDDED&lt;br /&gt;
 APERTURE&lt;br /&gt;
 SMALL&lt;br /&gt;
 INTERNAL&lt;br /&gt;
 BREATHE&lt;br /&gt;
 CIRCULATION&lt;br /&gt;
 GUTS&lt;br /&gt;
 RIGHT&lt;br /&gt;
 LEFT&lt;br /&gt;
 DIGIT&lt;br /&gt;
 MOUTH&lt;br /&gt;
 Unrecognized Creature Bodypart Token: &lt;br /&gt;
 WORD&lt;br /&gt;
 RGB&lt;br /&gt;
 Unrecognized Color Token: &lt;br /&gt;
 ADJ&lt;br /&gt;
 Unrecognized Shape Token: &lt;br /&gt;
 Gain possession&lt;br /&gt;
 Pull it out&lt;br /&gt;
 FATAL ERROR&lt;br /&gt;
 Adventure Starting Site Files Missing/Corrupted&lt;br /&gt;
 Could not locate adventure start square&lt;br /&gt;
 Where would you like to go?&lt;br /&gt;
 Nowhere&lt;br /&gt;
 Mountain Halls&lt;br /&gt;
 Dark Fortress&lt;br /&gt;
 Ruin&lt;br /&gt;
 Cave&lt;br /&gt;
 Forest Retreat&lt;br /&gt;
 Town&lt;br /&gt;
 Civilization &lt;br /&gt;
 Site &lt;br /&gt;
 Vessel &lt;br /&gt;
 Migrating &lt;br /&gt;
 Nomadic &lt;br /&gt;
 Religion &lt;br /&gt;
 Creature&lt;br /&gt;
 Group&lt;br /&gt;
 Do Not Travel&lt;br /&gt;
 You awaken from your slumber.&lt;br /&gt;
 Your sleep has been interrupted!&lt;br /&gt;
 Select your combat preferences.&lt;br /&gt;
  - Current Attack Preference: &lt;br /&gt;
 Strike&lt;br /&gt;
 Charge&lt;br /&gt;
 Close Combat&lt;br /&gt;
 According to Opponent&lt;br /&gt;
  - Current Dodge Preference: &lt;br /&gt;
 Move Around&lt;br /&gt;
 Stand Ground&lt;br /&gt;
  - Current Charge Defense: &lt;br /&gt;
 Dodge Away&lt;br /&gt;
 Select your movement preferences.&lt;br /&gt;
  - Current Swimming Preference: &lt;br /&gt;
 When Possible&lt;br /&gt;
 When Necessary&lt;br /&gt;
 What would you like to do with the &lt;br /&gt;
 ?&lt;br /&gt;
   (&lt;br /&gt;
  to view other pages)&lt;br /&gt;
  - &lt;br /&gt;
 Where would you like to move?&lt;br /&gt;
 What would you like to pick up?&lt;br /&gt;
 . &lt;br /&gt;
 Who will you talk to?&lt;br /&gt;
  to view other pages&lt;br /&gt;
  -  &lt;br /&gt;
 a colony of &lt;br /&gt;
 many &lt;br /&gt;
 a swarm of &lt;br /&gt;
 Miasma&lt;br /&gt;
 Steam&lt;br /&gt;
 Mist&lt;br /&gt;
 Bloody Mist&lt;br /&gt;
 A Dust Cloud&lt;br /&gt;
 An Ocean Wave&lt;br /&gt;
 Sea Foam&lt;br /&gt;
 Lava Mist&lt;br /&gt;
 Magma Mist&lt;br /&gt;
 Boiling &lt;br /&gt;
 Smoke&lt;br /&gt;
 Dragonfire&lt;br /&gt;
 Fire&lt;br /&gt;
 A Web&lt;br /&gt;
 A Fire&lt;br /&gt;
 A Campfire&lt;br /&gt;
 Water [&lt;br /&gt;
 /7]&lt;br /&gt;
 Lava [&lt;br /&gt;
 Magma [&lt;br /&gt;
 A Spattering of Blood&lt;br /&gt;
 A Smear of Blood&lt;br /&gt;
 A Pool of Blood&lt;br /&gt;
 Vomit&lt;br /&gt;
 A Spattering of Slime&lt;br /&gt;
 A Smear of Slime&lt;br /&gt;
 A Pool of Slime&lt;br /&gt;
 A Spattering of Pus&lt;br /&gt;
 A Smear of Pus&lt;br /&gt;
 A Pool of Pus&lt;br /&gt;
 A Spattering of Ichor&lt;br /&gt;
 A Smear of Ichor&lt;br /&gt;
 A Pool of Ichor&lt;br /&gt;
 A Spattering of Goo&lt;br /&gt;
 A Smear of Goo&lt;br /&gt;
 A Pool of Goo&lt;br /&gt;
 Untitled&lt;br /&gt;
 , &amp;quot;&lt;br /&gt;
 &amp;quot;&lt;br /&gt;
 Really attack &lt;br /&gt;
 Really wrestle &lt;br /&gt;
  confirms.  &lt;br /&gt;
  aborts.&lt;br /&gt;
 Which creature will you attack?  &lt;br /&gt;
 Which creature will you wrestle?  &lt;br /&gt;
  changes mode.&lt;br /&gt;
  pages)&lt;br /&gt;
 Really sleep?  Your character will rest for eight hours.&lt;br /&gt;
 You sleep.&lt;br /&gt;
 You can't rest because you are drowning.&lt;br /&gt;
 You can't rest because you are swimming.&lt;br /&gt;
 You can't rest because somebody can see you.&lt;br /&gt;
 You've already searched this area recently.&lt;br /&gt;
 You've found a colony of &lt;br /&gt;
  and another small creature.&lt;br /&gt;
  and some other small creatures.&lt;br /&gt;
 You've found a small creature.&lt;br /&gt;
 You've found some small creatures.&lt;br /&gt;
 Your intense search turns up nothing.&lt;br /&gt;
 You have nothing with which to interact.&lt;br /&gt;
 You have nothing to examine.&lt;br /&gt;
 You have nothing left to remove.&lt;br /&gt;
 You have nothing left to wear.&lt;br /&gt;
 You have nothing left to eat or drink.&lt;br /&gt;
 You have nothing to put inside a container.&lt;br /&gt;
 You have nothing left to drop.&lt;br /&gt;
 There is nothing to pick up here.&lt;br /&gt;
 You have nothing left to throw.&lt;br /&gt;
 You have nothing to fire with.&lt;br /&gt;
 You have nothing left to fire.&lt;br /&gt;
 You are no longer in hiding.&lt;br /&gt;
 You begin sneaking.&lt;br /&gt;
 You can't sneak because somebody can see you.&lt;br /&gt;
 There is no sunlight when you are dead.&lt;br /&gt;
 There are no traces of sunlight here.&lt;br /&gt;
 Being dead is cold and clammy.&lt;br /&gt;
 The temperature is as it has been and always will be.&lt;br /&gt;
 The temperature cannot be judged.&lt;br /&gt;
 It is burning.&lt;br /&gt;
 It is deathly cold.&lt;br /&gt;
 The temperature is pleasant.&lt;br /&gt;
 It is scorching.&lt;br /&gt;
 It is hot.&lt;br /&gt;
 It is warm.&lt;br /&gt;
 It is cool.&lt;br /&gt;
 It is freezing.&lt;br /&gt;
 It is cold.&lt;br /&gt;
 You've lost track of time since your death.&lt;br /&gt;
 It is the &lt;br /&gt;
 Granite&lt;br /&gt;
 Slate&lt;br /&gt;
 Felsite&lt;br /&gt;
 Hematite&lt;br /&gt;
 Malachite&lt;br /&gt;
 Galena&lt;br /&gt;
 Limestone&lt;br /&gt;
 Sandstone&lt;br /&gt;
 Timber&lt;br /&gt;
 Moonstone&lt;br /&gt;
 Opal&lt;br /&gt;
 Obsidian&lt;br /&gt;
 You can't travel because somebody can see you.&lt;br /&gt;
 You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.&lt;br /&gt;
 You can't travel until you've stopped the bleeding.&lt;br /&gt;
 You can't travel because you can't breathe.&lt;br /&gt;
 You can't travel because you are swimming.&lt;br /&gt;
 You can't travel because you are journeying underground.&lt;br /&gt;
 You must survive the ambush.&lt;br /&gt;
 You cannot travel until you leave this site.&lt;br /&gt;
 You stand up.&lt;br /&gt;
 You lie on the ground.&lt;br /&gt;
 The webs make it impossible to stand.&lt;br /&gt;
 You can't stand up -- somebody is in the way.&lt;br /&gt;
 You have reached the summit of &lt;br /&gt;
 You are deceased.  Press &lt;br /&gt;
  to finish.&lt;br /&gt;
 Unconscious&lt;br /&gt;
 Stunned&lt;br /&gt;
 Exhausted&lt;br /&gt;
 Over-Exert&lt;br /&gt;
 Tired&lt;br /&gt;
 Drowsy&lt;br /&gt;
 Drowning&lt;br /&gt;
 Winded&lt;br /&gt;
 Swimming&lt;br /&gt;
 Flying&lt;br /&gt;
 Nauseous&lt;br /&gt;
 Dhyd&lt;br /&gt;
 Thir&lt;br /&gt;
 Stvg&lt;br /&gt;
 Hung&lt;br /&gt;
 W: &lt;br /&gt;
 None&lt;br /&gt;
 A: &lt;br /&gt;
 Mortal Wound&lt;br /&gt;
 In Flight&lt;br /&gt;
 Paralyzed&lt;br /&gt;
 Webbed&lt;br /&gt;
 On Ground&lt;br /&gt;
 Bleeding!&lt;br /&gt;
 Bleeding&lt;br /&gt;
 Pale&lt;br /&gt;
 Faint&lt;br /&gt;
 Pain&lt;br /&gt;
 Speed: &lt;br /&gt;
  [DONE]&lt;br /&gt;
  [MORE]&lt;br /&gt;
                                                                                 &lt;br /&gt;
 Adventure Log: NULL task&lt;br /&gt;
 Adventure Log: NULL site&lt;br /&gt;
 Adventure Log: NULL subregion&lt;br /&gt;
 Adventure Log: NULL entity&lt;br /&gt;
 Adventure Log&lt;br /&gt;
 &amp;quot;, &lt;br /&gt;
  for destination.&lt;br /&gt;
 Civilization&lt;br /&gt;
 Site Government&lt;br /&gt;
 Vessel Crew&lt;br /&gt;
 Migrating Group&lt;br /&gt;
 Nomadic Group&lt;br /&gt;
 Religion&lt;br /&gt;
 , Dead&lt;br /&gt;
 Unaligned&lt;br /&gt;
 Enemy&lt;br /&gt;
 Criminal&lt;br /&gt;
 Prisoner&lt;br /&gt;
 Devoted&lt;br /&gt;
 Loyal&lt;br /&gt;
 Aligned&lt;br /&gt;
 Affiliated&lt;br /&gt;
 Associated&lt;br /&gt;
  Member&lt;br /&gt;
  Mercenary&lt;br /&gt;
  Slave&lt;br /&gt;
 Former &lt;br /&gt;
 Member&lt;br /&gt;
 Mercenary&lt;br /&gt;
 Slave&lt;br /&gt;
 Mountain&lt;br /&gt;
 Temperate Freshwater Swamp&lt;br /&gt;
 Temperate Saltwater Swamp&lt;br /&gt;
 Temperate Freshwater Marsh&lt;br /&gt;
 Temperate Saltwater Marsh&lt;br /&gt;
 Tropical Freshwater Swamp&lt;br /&gt;
 Tropical Saltwater Swamp&lt;br /&gt;
 Mangrove Swamp&lt;br /&gt;
 Tropical Freshwater Marsh&lt;br /&gt;
 Tropical Saltwater Marsh&lt;br /&gt;
 Taiga&lt;br /&gt;
 Temperate Coniferous Forest&lt;br /&gt;
 Temperate Broadleaf Forest&lt;br /&gt;
 Tropical Coniferous Forest&lt;br /&gt;
 Tropical Dry Broadleaf Forest&lt;br /&gt;
 Tropical Moist Broadleaf Forest&lt;br /&gt;
 Temperate Grassland&lt;br /&gt;
 Temperate Savanna&lt;br /&gt;
 Temperate Shrubland&lt;br /&gt;
 Tropical Grassland&lt;br /&gt;
 Tropical Savanna&lt;br /&gt;
 Tropical Shrubland&lt;br /&gt;
 Badlands&lt;br /&gt;
 Rocky Wasteland&lt;br /&gt;
 Sand Desert&lt;br /&gt;
 Tropical Ocean&lt;br /&gt;
 Temperate Ocean&lt;br /&gt;
 Arctic Ocean&lt;br /&gt;
 Temperate Freshwater Pool&lt;br /&gt;
 Temperate Brackish Pool&lt;br /&gt;
 Temperate Saltwater Pool&lt;br /&gt;
 Tropical Freshwater Pool&lt;br /&gt;
 Tropical Brackish Pool&lt;br /&gt;
 Tropical Saltwater Pool&lt;br /&gt;
 Temperate Freshwater Lake&lt;br /&gt;
 Temperate Brackish Lake&lt;br /&gt;
 Temperate Saltwater Lake&lt;br /&gt;
 Tropical Freshwater Lake&lt;br /&gt;
 Tropical Brackish Lake&lt;br /&gt;
 Tropical Saltwater Lake&lt;br /&gt;
 Temperate Freshwater River&lt;br /&gt;
 Temperate Brackish River&lt;br /&gt;
 Temperate Saltwater River&lt;br /&gt;
 Tropical Freshwater River&lt;br /&gt;
 Tropical Brackish River&lt;br /&gt;
 Tropical Saltwater River&lt;br /&gt;
 Subterranean Water&lt;br /&gt;
 Subterranean Chasm&lt;br /&gt;
 Subterranean Magma&lt;br /&gt;
  - Tasks&lt;br /&gt;
  - Entities&lt;br /&gt;
  - Sites&lt;br /&gt;
  - Regions&lt;br /&gt;
  - Scroll&lt;br /&gt;
  - Zoom to Selected&lt;br /&gt;
  - Zoom to Current Location&lt;br /&gt;
  - Toggle Line&lt;br /&gt;
  - Toggle Map/Info&lt;br /&gt;
 Wrestle &lt;br /&gt;
 The Wrestling of &lt;br /&gt;
 &amp;gt;-&lt;br /&gt;
 --&lt;br /&gt;
 &amp;lt;-&lt;br /&gt;
 Latch&lt;br /&gt;
 Grasp&lt;br /&gt;
 JLock&lt;br /&gt;
 Choke&lt;br /&gt;
 -&amp;gt;&lt;br /&gt;
 -&amp;lt;&lt;br /&gt;
  to scroll&lt;br /&gt;
 Lock &lt;br /&gt;
 Choke &lt;br /&gt;
 Take-down by &lt;br /&gt;
 Throw by &lt;br /&gt;
 Pinch &lt;br /&gt;
 Gouge &lt;br /&gt;
 Break &lt;br /&gt;
 Release joint lock of &lt;br /&gt;
 Release choke of &lt;br /&gt;
 Release grip of &lt;br /&gt;
 Loosen joint lock of &lt;br /&gt;
 Loosen choke of &lt;br /&gt;
 Break grip of &lt;br /&gt;
 Shake &lt;br /&gt;
 Strangle &lt;br /&gt;
 Grab &lt;br /&gt;
 Deceased&lt;br /&gt;
 Strong&lt;br /&gt;
 Very Strong&lt;br /&gt;
 Extremely Strong&lt;br /&gt;
 Mighty&lt;br /&gt;
 Ultra-Mighty&lt;br /&gt;
 Agile&lt;br /&gt;
 Very Agile&lt;br /&gt;
 Extremely Agile&lt;br /&gt;
 Unbelievably Agile&lt;br /&gt;
 Perfectly Agile&lt;br /&gt;
 Tough&lt;br /&gt;
 Very Tough&lt;br /&gt;
 Extremely Tough&lt;br /&gt;
 Unbelievably Tough&lt;br /&gt;
 Super&lt;br /&gt;
 ly Tough&lt;br /&gt;
 Enraged at all enemies!&lt;br /&gt;
 In a martial trance!&lt;br /&gt;
 Throwing a tantrum!&lt;br /&gt;
 On the Ground&lt;br /&gt;
 Partially Webbed&lt;br /&gt;
 Partially Paralyzed&lt;br /&gt;
 Sluggish&lt;br /&gt;
 Heavy Bleeding&lt;br /&gt;
 Extreme Pain&lt;br /&gt;
 Dehydrated&lt;br /&gt;
 Thirsty&lt;br /&gt;
 Starving&lt;br /&gt;
 Hungry&lt;br /&gt;
 : View Kills&lt;br /&gt;
 : Select&lt;br /&gt;
 : View&lt;br /&gt;
 : Scroll&lt;br /&gt;
 : View Wr&lt;br /&gt;
 : Cust&lt;br /&gt;
 [C:7:0:1]&lt;br /&gt;
 The Kills of &lt;br /&gt;
 What would you like to wear?&lt;br /&gt;
 What would you like to remove?&lt;br /&gt;
 What would you like to drop?&lt;br /&gt;
 What would you like to throw?&lt;br /&gt;
 With what would you like to interact?&lt;br /&gt;
 With what would you like to eat or drink?&lt;br /&gt;
 What would you like to put inside a container?&lt;br /&gt;
 Where would you like to put the &lt;br /&gt;
 Your Inventory&lt;br /&gt;
  to view other pages.  &lt;br /&gt;
  when done.&lt;br /&gt;
 There is nothing to do with the &lt;br /&gt;
 You empty the &lt;br /&gt;
 You take out the &lt;br /&gt;
 You don't have a suitable container.&lt;br /&gt;
 You put the &lt;br /&gt;
  into the &lt;br /&gt;
 You eat the &lt;br /&gt;
 You drink the &lt;br /&gt;
  is too salty.&lt;br /&gt;
  is too hot.&lt;br /&gt;
  is too cold.&lt;br /&gt;
 You lick the &lt;br /&gt;
 No.  That's disgusting.&lt;br /&gt;
 You are too full.&lt;br /&gt;
 You drop &lt;br /&gt;
 You pick&lt;br /&gt;
  picks&lt;br /&gt;
  up the &lt;br /&gt;
  and put it in &lt;br /&gt;
  and puts it in &lt;br /&gt;
 You do not have a free grasp and your quivers and packs are full.&lt;br /&gt;
 You do not have a free grasp and your quiver and packs are full.&lt;br /&gt;
 You do not have a free grasp and your quivers and pack are full.&lt;br /&gt;
 You do not have a free grasp and your quiver and pack are full.&lt;br /&gt;
 You do not have a free grasp and your quivers are full.&lt;br /&gt;
 You do not have a free grasp and your quiver is full.&lt;br /&gt;
 You do not have a free grasp and your packs are full.&lt;br /&gt;
 You do not have a free grasp and your pack is full.&lt;br /&gt;
 You do not have a free grasp.&lt;br /&gt;
 No announcements yet.&lt;br /&gt;
 Announcements &lt;br /&gt;
 Offloading site...&lt;br /&gt;
 There is a &lt;br /&gt;
  here.&lt;br /&gt;
  - Pull it&lt;br /&gt;
 You pull the lever.&lt;br /&gt;
 There is a locked &lt;br /&gt;
  - Break it in&lt;br /&gt;
  - Pick the lock&lt;br /&gt;
 You break the hatch in!&lt;br /&gt;
 You pick the lock!&lt;br /&gt;
  - Bash it down&lt;br /&gt;
 You bash the door down!&lt;br /&gt;
 Create Your Character&lt;br /&gt;
 Race: &lt;br /&gt;
 , Female&lt;br /&gt;
 , Male&lt;br /&gt;
  from &lt;br /&gt;
 : Play Now!&lt;br /&gt;
 : Select   &lt;br /&gt;
 : Back&lt;br /&gt;
 Remaining: &lt;br /&gt;
 Not&lt;br /&gt;
 : Done     &lt;br /&gt;
  to change&lt;br /&gt;
 Name: &lt;br /&gt;
 : Done&lt;br /&gt;
 : Abort&lt;br /&gt;
 : Enter First Name&lt;br /&gt;
 : Customize Name&lt;br /&gt;
 : Random Name&lt;br /&gt;
 : Change Gender&lt;br /&gt;
 : Go!&lt;br /&gt;
 ** Unretiring Adventurer **&lt;br /&gt;
 ** Starting Adventurer **&lt;br /&gt;
 Dawn is breaking.&lt;br /&gt;
 It is noon.&lt;br /&gt;
 Night is falling.&lt;br /&gt;
 You struggle for &lt;br /&gt;
 You pull out &lt;br /&gt;
 Fill &lt;br /&gt;
 stagnant &lt;br /&gt;
 water (&lt;br /&gt;
  with mud (&lt;br /&gt;
 slime (&lt;br /&gt;
 vomit (&lt;br /&gt;
 You fill your &lt;br /&gt;
  with water.&lt;br /&gt;
 Your &lt;br /&gt;
  is already full.&lt;br /&gt;
  with mud.&lt;br /&gt;
  with slime.&lt;br /&gt;
  with vomit.&lt;br /&gt;
 Eat &lt;br /&gt;
 mud (&lt;br /&gt;
 Drink &lt;br /&gt;
 Ignite &lt;br /&gt;
 The steam around the vegetation stops you from setting the fire.&lt;br /&gt;
 The vegetation is submerged.&lt;br /&gt;
 The vegetation is too wet.&lt;br /&gt;
 You set a fire.&lt;br /&gt;
 Attack error&lt;br /&gt;
 Attack &lt;br /&gt;
 creatures&lt;br /&gt;
 Interact with &lt;br /&gt;
 building&lt;br /&gt;
 Move to &lt;br /&gt;
 N&lt;br /&gt;
 NNE&lt;br /&gt;
 ENE&lt;br /&gt;
 ESE&lt;br /&gt;
 SSE&lt;br /&gt;
 SSW&lt;br /&gt;
 WSW&lt;br /&gt;
 WNW&lt;br /&gt;
 NNW&lt;br /&gt;
 ---&lt;br /&gt;
 TSK&lt;br /&gt;
 Site Center Flood Overflow&lt;br /&gt;
&lt;br /&gt;
 Button&lt;br /&gt;
   Saving...  &lt;br /&gt;
 REC&lt;br /&gt;
 Disconnected Build Overflow&lt;br /&gt;
   Select Item: &lt;br /&gt;
  Points Remaining  &lt;br /&gt;
  to select.  &lt;br /&gt;
  to abort.&lt;br /&gt;
  scroll.  Type in parts of the name to narrow your search.&lt;br /&gt;
  P&lt;br /&gt;
 Weapons and Ammunition&lt;br /&gt;
 Armor&lt;br /&gt;
 Furniture&lt;br /&gt;
 Siege Equipment&lt;br /&gt;
 Other Objects&lt;br /&gt;
 Metal Clothing&lt;br /&gt;
 Permit Trap Components&lt;br /&gt;
 Permit Foreign Weapons&lt;br /&gt;
 Permit Foreign Siege Ammo&lt;br /&gt;
 Permit Foreign Armor&lt;br /&gt;
 Main&lt;br /&gt;
 Siege Engines&lt;br /&gt;
 Traps/Levers&lt;br /&gt;
 Workshops&lt;br /&gt;
 Furnaces&lt;br /&gt;
 Wall/Floor/Stairs&lt;br /&gt;
 Machine Components&lt;br /&gt;
 Building Placement Distance Overflow&lt;br /&gt;
&lt;br /&gt;
 WGL_EXT_swap_control&lt;br /&gt;
 wglSwapIntervalEXT&lt;br /&gt;
 wglGetSwapIntervalEXT&lt;br /&gt;
 OpenGL&lt;br /&gt;
 Dwarf Fortress&lt;br /&gt;
 Error&lt;br /&gt;
 Error Registering Window Class!&lt;br /&gt;
 Error Creating OpenGL Window&lt;br /&gt;
 rb&lt;br /&gt;
 Mode Switch Failed.&lt;br /&gt;
 Running In Windowed Mode.&lt;br /&gt;
 RegisterClassEx Failed!&lt;br /&gt;
 Error Initializing Text: &lt;br /&gt;
 wb&lt;br /&gt;
&lt;br /&gt;
  Chitin&lt;br /&gt;
  Leather&lt;br /&gt;
  Cloth&lt;br /&gt;
  Silk&lt;br /&gt;
  Crafts&lt;br /&gt;
  Logs&lt;br /&gt;
  Leather Bags&lt;br /&gt;
  Cloth Bags&lt;br /&gt;
  Silk Bags&lt;br /&gt;
  Thread&lt;br /&gt;
  Silk Thread&lt;br /&gt;
  Ropes&lt;br /&gt;
  Silk Ropes&lt;br /&gt;
 DIGGER&lt;br /&gt;
 TRANSLATION&lt;br /&gt;
 CIV_CONTROLLABLE&lt;br /&gt;
 INDIV_CONTROLLABLE&lt;br /&gt;
 SIEGER&lt;br /&gt;
 AMBUSHER&lt;br /&gt;
 BABYSNATCHER&lt;br /&gt;
 ITEM_THIEF&lt;br /&gt;
 SUBTERRANEAN_CLOTHING&lt;br /&gt;
 CLOTHING&lt;br /&gt;
 CURRENCY_BY_YEAR&lt;br /&gt;
 METAL_PREF&lt;br /&gt;
 GEM_PREF&lt;br /&gt;
 STONE_PREF&lt;br /&gt;
 WOOD_PREF&lt;br /&gt;
 MINOR_METAL&lt;br /&gt;
 RIVER_PRODUCTS&lt;br /&gt;
 OCEAN_PRODUCTS&lt;br /&gt;
 INDOOR_FARMING&lt;br /&gt;
 OUTDOOR_FARMING&lt;br /&gt;
 UNDEAD_CANDIDATE&lt;br /&gt;
 USE_CAVE_ANIMALS&lt;br /&gt;
 USE_EVIL_ANIMALS&lt;br /&gt;
 USE_GOOD_ANIMALS&lt;br /&gt;
 USE_EVIL_WOOD&lt;br /&gt;
 USE_GOOD_WOOD&lt;br /&gt;
 USE_EVIL_PLANTS&lt;br /&gt;
 USE_GOOD_PLANTS&lt;br /&gt;
 START_BIOME&lt;br /&gt;
 BIOME_SUPPORT&lt;br /&gt;
 SKULKING&lt;br /&gt;
 PERMITTED_JOB&lt;br /&gt;
 WORLD_CONSTRUCTION&lt;br /&gt;
 WILL_ACCEPT_TRIBUTE&lt;br /&gt;
 ETHIC&lt;br /&gt;
 WANDERER&lt;br /&gt;
 BEAST_HUNTER&lt;br /&gt;
 SCOUT&lt;br /&gt;
 MAX_STARTING_CIV_NUMBER&lt;br /&gt;
 START_GROUP_NUMBER&lt;br /&gt;
 MAX_SITE_POP_NUMBER&lt;br /&gt;
 MAX_POP_NUMBER&lt;br /&gt;
 RELIGION_SPHERE&lt;br /&gt;
 TREE_CAP_DIPLOMACY&lt;br /&gt;
 DIPLOMAT_BODYGUARDS&lt;br /&gt;
 MERCHANT_BODYGUARDS&lt;br /&gt;
 ACTIVE_SEASON&lt;br /&gt;
 PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
 PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
 PROGRESS_TRIGGER_TRADE&lt;br /&gt;
 CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
 CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
 LEADER_TYPE&lt;br /&gt;
 SITE_LEADER_TYPE&lt;br /&gt;
 DEFAULT_SITE_TYPE&lt;br /&gt;
 LIKES_SITE&lt;br /&gt;
 TOLERATES_SITE&lt;br /&gt;
 USE_ANY_PET_RACE&lt;br /&gt;
 USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
 IMPROVED_BOWS&lt;br /&gt;
 INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
 AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
 EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
 ABUSE_BODIES&lt;br /&gt;
 USE_ANIMAL_PRODUCTS&lt;br /&gt;
 COMMON_DOMESTIC_PACK&lt;br /&gt;
 COMMON_DOMESTIC_PULL&lt;br /&gt;
 COMMON_DOMESTIC_MOUNT&lt;br /&gt;
 COMMON_DOMESTIC_PET&lt;br /&gt;
 SPHERE_ALIGNMENT&lt;br /&gt;
 ART_FACET_MODIFIER&lt;br /&gt;
 ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
 ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
 CURRENCY&lt;br /&gt;
 ADVENTURE_TIER&lt;br /&gt;
 SELECT_SYMBOL&lt;br /&gt;
 ALL&lt;br /&gt;
 REMAINING&lt;br /&gt;
 SUBSELECT_SYMBOL&lt;br /&gt;
 CULL_SYMBOL&lt;br /&gt;
 FRIENDLY_COLOR&lt;br /&gt;
 Unrecognized Entity Token: &lt;br /&gt;
 a&lt;br /&gt;
 i&lt;br /&gt;
 o&lt;br /&gt;
 u&lt;br /&gt;
 ay&lt;br /&gt;
 ee&lt;br /&gt;
 b&lt;br /&gt;
 br&lt;br /&gt;
 bl&lt;br /&gt;
 d&lt;br /&gt;
 dr&lt;br /&gt;
 dl&lt;br /&gt;
 str&lt;br /&gt;
 stl&lt;br /&gt;
 sh&lt;br /&gt;
 shr&lt;br /&gt;
 shl&lt;br /&gt;
 sr&lt;br /&gt;
 sl&lt;br /&gt;
 t&lt;br /&gt;
 tr&lt;br /&gt;
 tl&lt;br /&gt;
 thr&lt;br /&gt;
 thl&lt;br /&gt;
 ch&lt;br /&gt;
 chr&lt;br /&gt;
 chl&lt;br /&gt;
 l&lt;br /&gt;
 lr&lt;br /&gt;
 f&lt;br /&gt;
 fr&lt;br /&gt;
 fl&lt;br /&gt;
 g&lt;br /&gt;
 gr&lt;br /&gt;
 gl&lt;br /&gt;
 k&lt;br /&gt;
 kr&lt;br /&gt;
 kl&lt;br /&gt;
 p&lt;br /&gt;
 pr&lt;br /&gt;
 pl&lt;br /&gt;
 j&lt;br /&gt;
 jr&lt;br /&gt;
 jl&lt;br /&gt;
 m&lt;br /&gt;
 r&lt;br /&gt;
 ng&lt;br /&gt;
 mb&lt;br /&gt;
 lg&lt;br /&gt;
 lb&lt;br /&gt;
 lm&lt;br /&gt;
 nk&lt;br /&gt;
 rsn&lt;br /&gt;
 Migrating group coordinates out of bounds during goal check&lt;br /&gt;
 (&lt;br /&gt;
 ),&lt;br /&gt;
 ) &lt;br /&gt;
 Invalid Nem&lt;br /&gt;
 Invalid ID&lt;br /&gt;
 Empty&lt;br /&gt;
 , has decided to stay.&lt;br /&gt;
 WORSHIP_HF&lt;br /&gt;
 failure to get start square construction for transport link&lt;br /&gt;
 failure to get end square construction for transport link&lt;br /&gt;
 midmap construction path build failure&lt;br /&gt;
 Entity &lt;br /&gt;
  has self-referential diplomacy state&lt;br /&gt;
 [PROFILE]&lt;br /&gt;
 TITLE:&lt;br /&gt;
 [SKILL:&lt;br /&gt;
 [RECLAIM_SKILL:&lt;br /&gt;
 [ITEM:&lt;br /&gt;
 [PET:&lt;br /&gt;
&lt;br /&gt;
  has guzzled some &lt;br /&gt;
 Miner destination wiped&lt;br /&gt;
 Merchants have arrived and are unloading their goods.&lt;br /&gt;
 The merchants need a trade depot to unload their goods.&lt;br /&gt;
 An animal&lt;br /&gt;
  has become a &lt;br /&gt;
  has adopted &lt;br /&gt;
 Something has pulled a lever!&lt;br /&gt;
 Something has triggered a pressure plate!&lt;br /&gt;
 Something has emptied a cage!&lt;br /&gt;
 Something has unchained a creature!&lt;br /&gt;
 improvable &lt;br /&gt;
 butcherable &lt;br /&gt;
 millable &lt;br /&gt;
 possibly buryable &lt;br /&gt;
 unrotten &lt;br /&gt;
 undisturbed &lt;br /&gt;
 collected &lt;br /&gt;
 sharpenable &lt;br /&gt;
 distillable &lt;br /&gt;
 empty &lt;br /&gt;
 processable &lt;br /&gt;
 cookable &lt;br /&gt;
 extract-bearing plant &lt;br /&gt;
 extract-bearing fish &lt;br /&gt;
 extract-bearing small creature &lt;br /&gt;
 processable (to vial) &lt;br /&gt;
 processable (to bag) &lt;br /&gt;
 processable (to barrel) &lt;br /&gt;
 alchemical &lt;br /&gt;
 tameable small creature &lt;br /&gt;
 nearby &lt;br /&gt;
 sand-bearing &lt;br /&gt;
 glass &lt;br /&gt;
 lye-bearing &lt;br /&gt;
 milk &lt;br /&gt;
 milkable &lt;br /&gt;
 finished good &lt;br /&gt;
 ammo &lt;br /&gt;
 furniture &lt;br /&gt;
 dye &lt;br /&gt;
 dyeable &lt;br /&gt;
 glass-making &lt;br /&gt;
 dyed &lt;br /&gt;
 melt-designated &lt;br /&gt;
 deep material &lt;br /&gt;
 sewn-imageless &lt;br /&gt;
 screw &lt;br /&gt;
 fire-safe &lt;br /&gt;
 magma-safe &lt;br /&gt;
 building material &lt;br /&gt;
 non-economic &lt;br /&gt;
 -bearing &lt;br /&gt;
 bag&lt;br /&gt;
  that isn't a bin&lt;br /&gt;
 Short Pathing Flood Overflow&lt;br /&gt;
&lt;br /&gt;
 have&lt;br /&gt;
 has&lt;br /&gt;
  been &lt;br /&gt;
  by a &lt;br /&gt;
 burned&lt;br /&gt;
 flown&lt;br /&gt;
 rough &lt;br /&gt;
  log&lt;br /&gt;
  block&lt;br /&gt;
&lt;br /&gt;
 One of the compressed files on disk has errors in it.  Restore from backup if you are able.&lt;br /&gt;
 \&lt;br /&gt;
 T&lt;br /&gt;
 ..&lt;br /&gt;
 STP&lt;br /&gt;
 vomit&lt;br /&gt;
 slime&lt;br /&gt;
 missing blood type&lt;br /&gt;
 Year &lt;br /&gt;
  was waged by &lt;br /&gt;
 One of the most significant causes of the conflict was &lt;br /&gt;
 The most significant cause of the conflict was &lt;br /&gt;
  disgust with the adversary's godlessness&lt;br /&gt;
  religious opposition to the adversary's worship of &lt;br /&gt;
  religious opposition to the adversary's inherent association with &lt;br /&gt;
  natural aversion to the adversary's worship of &lt;br /&gt;
  natural aversion to the adversary's inherent association with &lt;br /&gt;
 a dispute over &lt;br /&gt;
 the treatment of animals&lt;br /&gt;
 the treatment of plants&lt;br /&gt;
 a formalized agreement&lt;br /&gt;
 truthfulness&lt;br /&gt;
 the devouring of the bodies of sapient beings&lt;br /&gt;
 the display of war and hunting trophies&lt;br /&gt;
 the adversary's inability to communicate and form treaties&lt;br /&gt;
 prior aggression by the adversary&lt;br /&gt;
 a first contact that went horribly wrong&lt;br /&gt;
 the adversary's refusal to form treaties&lt;br /&gt;
 the adversary's abuse of the aggressor's fallen&lt;br /&gt;
 an incident involving a lost diplomat&lt;br /&gt;
 a disagreement over prior treaties&lt;br /&gt;
 an incident involving a trade caravan&lt;br /&gt;
 general ill feelings over past historical events&lt;br /&gt;
 a previous war&lt;br /&gt;
 a previous battle&lt;br /&gt;
 a previous duel&lt;br /&gt;
 a previous conquest&lt;br /&gt;
 an abduction&lt;br /&gt;
 an act of theft&lt;br /&gt;
 an attack by a beast&lt;br /&gt;
 The causes of the conflict are debated by scholars and very little is truly known.&lt;br /&gt;
  unknown&lt;br /&gt;
  creature&lt;br /&gt;
 , lost&lt;br /&gt;
 , all lost&lt;br /&gt;
  losses&lt;br /&gt;
 , one loss&lt;br /&gt;
 , no losses&lt;br /&gt;
 , mostly &lt;br /&gt;
  creatures&lt;br /&gt;
 D: &lt;br /&gt;
 Attacker was uncontested.&lt;br /&gt;
 Attacker was victorious.&lt;br /&gt;
 Defender was victorious.&lt;br /&gt;
 A fearsome&lt;br /&gt;
 beast&lt;br /&gt;
  attack&lt;br /&gt;
  was a time when the &lt;br /&gt;
 , the &lt;br /&gt;
  and the &lt;br /&gt;
  were the only great powers in the world.&lt;br /&gt;
  was a time when &lt;br /&gt;
 yet &lt;br /&gt;
 again &lt;br /&gt;
  was the only great power in the world.&lt;br /&gt;
 living gods and mighty beasts &lt;br /&gt;
 still &lt;br /&gt;
 held sway.&lt;br /&gt;
 the powers of the world were fading&lt;br /&gt;
 great powers had returned to the world&lt;br /&gt;
 there were still great powers in the world&lt;br /&gt;
 fantastic creatures no longer lived in great numbers.&lt;br /&gt;
 fantastic creatures were few and far between, and some even doubted their existence.&lt;br /&gt;
  ruled the world.&lt;br /&gt;
 the last of the &lt;br /&gt;
 ancient &lt;br /&gt;
 powers fought their final battles.&lt;br /&gt;
 various civilized races peopled the world.&lt;br /&gt;
  was a time after civilization had&lt;br /&gt;
  yet&lt;br /&gt;
  again&lt;br /&gt;
  crumbled completely.&lt;br /&gt;
 fantastic creatures were but mere stories told by travelers.&lt;br /&gt;
 only simple creatures inhabited&lt;br /&gt;
 no civilized peoples existed in&lt;br /&gt;
  the world.&lt;br /&gt;
 Part of &lt;br /&gt;
 In &lt;br /&gt;
 ended.&lt;br /&gt;
 occurred.&lt;br /&gt;
 began.&lt;br /&gt;
 Legends&lt;br /&gt;
 Sorting&lt;br /&gt;
 Initialization complete...&lt;br /&gt;
 Historical events &lt;br /&gt;
  completed&lt;br /&gt;
 Check for culled historical figures &lt;br /&gt;
 Historical figures &lt;br /&gt;
 Artifacts completed&lt;br /&gt;
 Structures completed&lt;br /&gt;
  event sort &lt;br /&gt;
 Historical events left to discover: &lt;br /&gt;
 Historical Figures&lt;br /&gt;
 Sites&lt;br /&gt;
 Artifacts&lt;br /&gt;
 Regions&lt;br /&gt;
 Civilizations and other entities&lt;br /&gt;
 Art&lt;br /&gt;
 Structures&lt;br /&gt;
 Historical Maps&lt;br /&gt;
 goddess&lt;br /&gt;
 god&lt;br /&gt;
 deity&lt;br /&gt;
 , force&lt;br /&gt;
 b. &lt;br /&gt;
 d. &lt;br /&gt;
 Civilizations and Other Entities&lt;br /&gt;
 Keep&lt;br /&gt;
 Hovel&lt;br /&gt;
 Apartment Complex&lt;br /&gt;
 Apartment Room&lt;br /&gt;
 Dark Tower&lt;br /&gt;
 Slain&lt;br /&gt;
 Received &lt;br /&gt;
 a wound&lt;br /&gt;
  wounds&lt;br /&gt;
 fled&lt;br /&gt;
 Fled&lt;br /&gt;
  yet emerged &lt;br /&gt;
 victorious&lt;br /&gt;
 Victorious&lt;br /&gt;
  yet &lt;br /&gt;
 drove forward&lt;br /&gt;
 Drove forward&lt;br /&gt;
  and was &lt;br /&gt;
 repelled&lt;br /&gt;
 Repelled&lt;br /&gt;
 stood fast&lt;br /&gt;
 Stood fast&lt;br /&gt;
 beaten back&lt;br /&gt;
 Beaten back&lt;br /&gt;
 : Filter on string&lt;br /&gt;
 _&lt;br /&gt;
 : Done filtering.&lt;br /&gt;
 Movement keys to view.&lt;br /&gt;
 : civ/site&lt;br /&gt;
  to change year.&lt;br /&gt;
 : view top event&lt;br /&gt;
 : toggle territories.  &lt;br /&gt;
 : select an option.  &lt;br /&gt;
 : done.  &lt;br /&gt;
 : export current map.  &lt;br /&gt;
 : show only important events.  &lt;br /&gt;
 : show all events.  &lt;br /&gt;
 : back to age.  &lt;br /&gt;
 : export map and gen info.  &lt;br /&gt;
 : export detailed map.  &lt;br /&gt;
 Standard biome+site map&lt;br /&gt;
 Elevations including lake and ocean floors (lowest 25 black)&lt;br /&gt;
 Elevations respecting water level&lt;br /&gt;
 Temperature&lt;br /&gt;
 Rainfall&lt;br /&gt;
 Drainage&lt;br /&gt;
 Savagery&lt;br /&gt;
 Volcanism&lt;br /&gt;
 Current vegetation&lt;br /&gt;
 Evil&lt;br /&gt;
 Salinity&lt;br /&gt;
  to export&lt;br /&gt;
  to cancel&lt;br /&gt;
 Export of column &lt;br /&gt;
  complete&lt;br /&gt;
 Saving world...&lt;br /&gt;
 Offloading units... &lt;br /&gt;
 Offloading art images...&lt;br /&gt;
 Sorting historical figures...&lt;br /&gt;
 Saving world information...&lt;br /&gt;
 Synchronizing folders...&lt;br /&gt;
 data/save/current/world.dat&lt;br /&gt;
 Command Line: World exported.&lt;br /&gt;
 data/init/world_gen.txt&lt;br /&gt;
 WORLD_GEN&lt;br /&gt;
 TITLE&lt;br /&gt;
 SEED&lt;br /&gt;
 HISTORY_SEED&lt;br /&gt;
 NAME_SEED&lt;br /&gt;
 DIM&lt;br /&gt;
 CUSTOM_NAME&lt;br /&gt;
 PEAK_NUMBER_MIN&lt;br /&gt;
 OCEAN_EDGE_MIN&lt;br /&gt;
 REVEAL_ALL_HISTORY&lt;br /&gt;
 CULL_HISTORICAL_FIGURES&lt;br /&gt;
 EROSION_CYCLE_COUNT&lt;br /&gt;
 PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
 OROGRAPHIC_PRECIPITATION&lt;br /&gt;
 ALL_CAVES_VISIBLE&lt;br /&gt;
 SHOW_EMBARK_RIVER&lt;br /&gt;
 SHOW_EMBARK_POOL&lt;br /&gt;
 SHOW_EMBARK_M_POOL&lt;br /&gt;
 SHOW_EMBARK_M_PIPE&lt;br /&gt;
 SHOW_EMBARK_CHASM&lt;br /&gt;
 SHOW_EMBARK_PIT&lt;br /&gt;
 SHOW_EMBARK_OTHER&lt;br /&gt;
 SHOW_EMBARK_TUNNEL&lt;br /&gt;
 PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
 VOLCANO_MIN&lt;br /&gt;
 END_YEAR&lt;br /&gt;
 BEAST_END_YEAR&lt;br /&gt;
 ELEVATION&lt;br /&gt;
 RAINFALL&lt;br /&gt;
 TEMPERATURE&lt;br /&gt;
 DRAINAGE&lt;br /&gt;
 VOLCANISM&lt;br /&gt;
 SAVAGERY&lt;br /&gt;
 PS_EL&lt;br /&gt;
 PS_RF&lt;br /&gt;
 PS_TP&lt;br /&gt;
 PS_DR&lt;br /&gt;
 PS_VL&lt;br /&gt;
 PS_SV&lt;br /&gt;
 Attempted to set world gen presets prior to dimensions&lt;br /&gt;
 Elevation&lt;br /&gt;
  preset attempted beyond Y range&lt;br /&gt;
  preset failed to load X value at Y = &lt;br /&gt;
 ELEVATION_FREQUENCY&lt;br /&gt;
 RAIN_FREQUENCY&lt;br /&gt;
 DRAINAGE_FREQUENCY&lt;br /&gt;
 TEMPERATURE_FREQUENCY&lt;br /&gt;
 SAVAGERY_FREQUENCY&lt;br /&gt;
 VOLCANISM_FREQUENCY&lt;br /&gt;
 GOOD_SQ_COUNTS&lt;br /&gt;
 EVIL_SQ_COUNTS&lt;br /&gt;
 REGION_COUNTS&lt;br /&gt;
 RIVER_MINS&lt;br /&gt;
 SUBREGION_MAX&lt;br /&gt;
 CAVE_MIN_SIZE&lt;br /&gt;
 CAVE_MAX_SIZE&lt;br /&gt;
 MOUNTAIN_CAVE_MIN&lt;br /&gt;
 NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
 TOTAL_CIV_NUMBER&lt;br /&gt;
 TOTAL_CIV_POPULATION&lt;br /&gt;
 ELEVATION_RANGES&lt;br /&gt;
 RAIN_RANGES&lt;br /&gt;
 DRAINAGE_RANGES&lt;br /&gt;
 SAVAGERY_RANGES&lt;br /&gt;
 VOLCANISM_RANGES&lt;br /&gt;
 Unrecognized World Gen Token: &lt;br /&gt;
 LARGE&lt;br /&gt;
 MEDIUM&lt;br /&gt;
 SMALLER&lt;br /&gt;
 POCKET&lt;br /&gt;
 Command Line: World generation manually aborted.&lt;br /&gt;
 The world generator is having trouble placing enough mountain peaks.  &lt;br /&gt;
 You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
 Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
 You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
 You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
 Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing enough mid-level elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
 You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
 Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
 The world generator is having trouble placing enough low elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
 The world generator is having trouble placing enough high elevations.  &lt;br /&gt;
 Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
 The world generator is having trouble placing enough ocean squares along the edges.  &lt;br /&gt;
 Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
 You might want to adjust the parameters governing elevation.  &lt;br /&gt;
 Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
 The world generator is having trouble placing rainfall in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
 The world generator is having trouble setting drainage in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing drainage.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
 The world generator is having trouble placing savagery in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing savagery.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
 The world generator is having trouble setting volcanism in the manner specified by the parameters.  &lt;br /&gt;
 You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
 Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
 The world generator is having trouble placing enough volcanos.  &lt;br /&gt;
 You might want to check your maximum volcanism value.  &lt;br /&gt;
 Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
 You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
 You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
 Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing swamps and marshes.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing deserts and badlands.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing forests.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing mountains.  &lt;br /&gt;
 Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing oceans.  &lt;br /&gt;
 Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing glaciers.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing tundra regions.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
 Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing grasslands.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
 The world generator is having trouble placing hills.  &lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
 The world generator is having trouble placing rivers.  &lt;br /&gt;
 Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
 Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
 The world generator is placing too many subregions.  &lt;br /&gt;
 Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
 Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
 The world generator is having trouble placing mountain caves.  &lt;br /&gt;
 Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
 Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing low-lying caves.  &lt;br /&gt;
 Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
 Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing enough civilizations.  &lt;br /&gt;
 Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
 High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
 If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
 Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
 The world generator is couldn't find any civilization definitions.  &lt;br /&gt;
 This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
 The world generator is having trouble placing a controllable civilization.  &lt;br /&gt;
 Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  &lt;br /&gt;
 Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
 Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
  TO CREATE THE WORLD.&lt;br /&gt;
 Title: &lt;br /&gt;
 Seed: &lt;br /&gt;
 Various&lt;br /&gt;
 Random&lt;br /&gt;
 Dimensions: &lt;br /&gt;
 x&lt;br /&gt;
 Custom Name: &lt;br /&gt;
 Random Name&lt;br /&gt;
 : Enter advanced parameters&lt;br /&gt;
 : New param set&lt;br /&gt;
 : Copy param set&lt;br /&gt;
 : Delete param set&lt;br /&gt;
 : Enter title&lt;br /&gt;
 : Use random name&lt;br /&gt;
 : Enter custom name&lt;br /&gt;
 : Use random seed&lt;br /&gt;
 : Enter custom seed&lt;br /&gt;
 : Change dimensions&lt;br /&gt;
  to load the world params.&lt;br /&gt;
  to save the world params.&lt;br /&gt;
 Last Param Set: &lt;br /&gt;
 Last Seed: &lt;br /&gt;
 Last History Seed: &lt;br /&gt;
 Last Name Seed: &lt;br /&gt;
 Really delete this parameter set?&lt;br /&gt;
 : Delete&lt;br /&gt;
 : Cancel&lt;br /&gt;
 Really change the dimensions?&lt;br /&gt;
 This parameter set will be reset.&lt;br /&gt;
 : Change&lt;br /&gt;
 Are you sure you want to abort?&lt;br /&gt;
 You haven't saved your changes.&lt;br /&gt;
 : Yes&lt;br /&gt;
 Are you sure you want to go on?&lt;br /&gt;
 Creating New Region&lt;br /&gt;
  Rejected)&lt;br /&gt;
 Initializing...&lt;br /&gt;
 Preparing elevation...&lt;br /&gt;
 Setting temperature...&lt;br /&gt;
 Running rivers...&lt;br /&gt;
 Forming lakes...&lt;br /&gt;
 Growing vegetation...&lt;br /&gt;
 Verifying terrain...&lt;br /&gt;
 Importing wildlife...&lt;br /&gt;
 Recounting legends...&lt;br /&gt;
 Initializing&lt;br /&gt;
 Hist Figs: &lt;br /&gt;
      Dead: &lt;br /&gt;
    Events: &lt;br /&gt;
 Finalizing civ mats... (&lt;br /&gt;
 Finalizing art... (&lt;br /&gt;
 Finalizing uniforms... (&lt;br /&gt;
 Finalizing sites... (&lt;br /&gt;
  or &lt;br /&gt;
 Dark &lt;br /&gt;
 Fortress&lt;br /&gt;
 LACK OF PEAKS&lt;br /&gt;
 MEDIUM ELEVATION REJECTION&lt;br /&gt;
 LOW ELEVATION REJECTION&lt;br /&gt;
 HIGH ELEVATION REJECTION&lt;br /&gt;
 LACK OF EDGE OCEANS&lt;br /&gt;
 RAINFALL REJECTION&lt;br /&gt;
 DRAINAGE REJECTION&lt;br /&gt;
 SAVAGERY REJECTION&lt;br /&gt;
 VOLCANISM REJECTION&lt;br /&gt;
 LACK OF VOLCANOS&lt;br /&gt;
 SWAMP REJECTION&lt;br /&gt;
 DESERT REJECTION&lt;br /&gt;
 FOREST REJECTION&lt;br /&gt;
 MOUNTAIN REJECTION&lt;br /&gt;
 OCEAN REJECTION&lt;br /&gt;
 GLACIER REJECTION&lt;br /&gt;
 TUNDRA REJECTION&lt;br /&gt;
 GRASSLAND REJECTION&lt;br /&gt;
 HILLS REJECTION&lt;br /&gt;
 LACK OF RIVERS&lt;br /&gt;
 TOO MANY REGIONS&lt;br /&gt;
 LACK OF MOUNTAIN CAVES&lt;br /&gt;
 LACK OF LOW-LYING CAVES&lt;br /&gt;
 UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
 NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
 UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
 Note: If you are using the default parameters in unmodded DF,&lt;br /&gt;
 and it doesn't work after continuing a few times, please report&lt;br /&gt;
 the issue at the B12 forum.&lt;br /&gt;
 : CONTINUE until you give me another warning.&lt;br /&gt;
 : ABORT NOW and I'll look over my parameters.&lt;br /&gt;
 : ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
 : ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
  has been created.&lt;br /&gt;
 : Accept&lt;br /&gt;
 : Export image/info&lt;br /&gt;
 : Use the world as it currently exists&lt;br /&gt;
 : Continue&lt;br /&gt;
 Command Line: World image, detailed image and info exported.&lt;br /&gt;
 Cleaning game objects...&lt;br /&gt;
 Cleaning stranded objects...&lt;br /&gt;
 Cleaning play objects...&lt;br /&gt;
 /world.dat&lt;br /&gt;
 Continue Playing&lt;br /&gt;
 Start Playing&lt;br /&gt;
 Create New World Now!&lt;br /&gt;
 Design New World With Parameters&lt;br /&gt;
 Quit&lt;br /&gt;
  to select an option.   &lt;br /&gt;
  scroll.&lt;br /&gt;
  at any time for options, including key bindings.&lt;br /&gt;
  at any time for the manual.&lt;br /&gt;
 , Folder: &lt;br /&gt;
 Importing world...&lt;br /&gt;
 world_graphic-&lt;br /&gt;
 el-&lt;br /&gt;
 elw-&lt;br /&gt;
 tmp-&lt;br /&gt;
 rain-&lt;br /&gt;
 drn-&lt;br /&gt;
 sav-&lt;br /&gt;
 vol-&lt;br /&gt;
 veg-&lt;br /&gt;
 evil-&lt;br /&gt;
 sal-&lt;br /&gt;
 .bmp&lt;br /&gt;
 Histories of &lt;br /&gt;
 Greed&lt;br /&gt;
 Avarice&lt;br /&gt;
 Jealousy&lt;br /&gt;
 Cupidity&lt;br /&gt;
 Gluttony&lt;br /&gt;
 Industry&lt;br /&gt;
 Enterprise&lt;br /&gt;
 Resourcefulness&lt;br /&gt;
 Determination&lt;br /&gt;
 Mettle&lt;br /&gt;
 Dynamism&lt;br /&gt;
 Labor&lt;br /&gt;
 Toil&lt;br /&gt;
 Diligence&lt;br /&gt;
 Exertion&lt;br /&gt;
 Tenacity&lt;br /&gt;
 Perseverance&lt;br /&gt;
 *** STARTING NEW GAME ***&lt;br /&gt;
 Command Line: &lt;br /&gt;
 data/art/curses.bmp&lt;br /&gt;
 data/init/init.txt&lt;br /&gt;
 FONT&lt;br /&gt;
 data/art/&lt;br /&gt;
 FULLFONT&lt;br /&gt;
 WINDOWEDX&lt;br /&gt;
 WINDOWEDY&lt;br /&gt;
 FULLSCREENX&lt;br /&gt;
 FULLSCREENY&lt;br /&gt;
 PARTIAL_PRINT&lt;br /&gt;
 YES&lt;br /&gt;
 GRAPHICS_FONT&lt;br /&gt;
 GRAPHICS_FULLFONT&lt;br /&gt;
 GRAPHICS_WINDOWEDX&lt;br /&gt;
 GRAPHICS_WINDOWEDY&lt;br /&gt;
 GRAPHICS_FULLSCREENX&lt;br /&gt;
 GRAPHICS_FULLSCREENY&lt;br /&gt;
 GRAPHICS_BLACK_SPACE&lt;br /&gt;
 GRAPHICS&lt;br /&gt;
 BLACK_SPACE&lt;br /&gt;
 SHOW_ALL_HISTORY_IN_DWARF_MODE&lt;br /&gt;
 ALWAYS&lt;br /&gt;
 FINDER&lt;br /&gt;
 NO&lt;br /&gt;
 SHOW_FLOW_AMOUNTS&lt;br /&gt;
 SHOW_IMP_QUALITY&lt;br /&gt;
 ENGRAVINGS_START_OBSCURED&lt;br /&gt;
 MOUSE&lt;br /&gt;
 VSYNC&lt;br /&gt;
 ON&lt;br /&gt;
 OFF&lt;br /&gt;
 PRIORITY&lt;br /&gt;
 REALTIME&lt;br /&gt;
 HIGH&lt;br /&gt;
 ABOVE_NORMAL&lt;br /&gt;
 NORMAL&lt;br /&gt;
 BELOW_NORMAL&lt;br /&gt;
 IDLE&lt;br /&gt;
 TEXTURE_PARAM&lt;br /&gt;
 LINEAR&lt;br /&gt;
 TOPMOST&lt;br /&gt;
 FPS&lt;br /&gt;
 AUTOSAVE_PAUSE&lt;br /&gt;
 EMBARK_WARNING_ALWAYS&lt;br /&gt;
 INITIAL_SAVE&lt;br /&gt;
 AUTOSAVE&lt;br /&gt;
 SEASONAL&lt;br /&gt;
 YEARLY&lt;br /&gt;
 AUTOBACKUP&lt;br /&gt;
 PATH_COST&lt;br /&gt;
 CAVEINS&lt;br /&gt;
 ARTIFACTS&lt;br /&gt;
 ECONOMY&lt;br /&gt;
 ZERO_RENT&lt;br /&gt;
 EMBARK_RECTANGLE&lt;br /&gt;
 PAUSE_ON_LOAD&lt;br /&gt;
 LOG_MAP_REJECTS&lt;br /&gt;
 INVADERS&lt;br /&gt;
 MOUSE_PICTURE&lt;br /&gt;
 VARIED_GROUND_TILES&lt;br /&gt;
 NICKNAME_DWARF&lt;br /&gt;
 REPLACE_FIRST&lt;br /&gt;
 CENTRALIZE&lt;br /&gt;
 REPLACE_ALL&lt;br /&gt;
 NICKNAME_ADVENTURE&lt;br /&gt;
 NICKNAME_LEGENDS&lt;br /&gt;
 FPS_CAP&lt;br /&gt;
 G_FPS_CAP&lt;br /&gt;
 CHASM&lt;br /&gt;
 WINDOWED&lt;br /&gt;
 PROMPT&lt;br /&gt;
 GRID&lt;br /&gt;
 FULLGRID&lt;br /&gt;
 IDLERS&lt;br /&gt;
 TOP&lt;br /&gt;
 BOTTOM&lt;br /&gt;
 MORE&lt;br /&gt;
 ADVENTURER_TRAPS&lt;br /&gt;
 ADVENTURER_ALWAYS_CENTER&lt;br /&gt;
 ADVENTURER_Z_VIEWS&lt;br /&gt;
 UNHIDDEN&lt;br /&gt;
 DISPLAY_LENGTH&lt;br /&gt;
 COFFIN_NO_PETS_DEFAULT&lt;br /&gt;
 STORE_DIST_ITEM_DECREASE&lt;br /&gt;
 STORE_DIST_SEED_COMBINE&lt;br /&gt;
 STORE_DIST_BUCKET_COMBINE&lt;br /&gt;
 STORE_DIST_BARREL_COMBINE&lt;br /&gt;
 STORE_DIST_BIN_COMBINE&lt;br /&gt;
 BABY_CHILD_CAP&lt;br /&gt;
 POPULATION_CAP&lt;br /&gt;
 BLACK_R&lt;br /&gt;
 BLACK_G&lt;br /&gt;
 BLACK_B&lt;br /&gt;
 BLUE_R&lt;br /&gt;
 BLUE_G&lt;br /&gt;
 BLUE_B&lt;br /&gt;
 GREEN_R&lt;br /&gt;
 GREEN_G&lt;br /&gt;
 GREEN_B&lt;br /&gt;
 CYAN_R&lt;br /&gt;
 CYAN_G&lt;br /&gt;
 CYAN_B&lt;br /&gt;
 RED_R&lt;br /&gt;
 RED_G&lt;br /&gt;
 RED_B&lt;br /&gt;
 MAGENTA_R&lt;br /&gt;
 MAGENTA_G&lt;br /&gt;
 MAGENTA_B&lt;br /&gt;
 BROWN_R&lt;br /&gt;
 BROWN_G&lt;br /&gt;
 BROWN_B&lt;br /&gt;
 LGRAY_R&lt;br /&gt;
 LGRAY_G&lt;br /&gt;
 LGRAY_B&lt;br /&gt;
 DGRAY_R&lt;br /&gt;
 DGRAY_G&lt;br /&gt;
 DGRAY_B&lt;br /&gt;
 LBLUE_R&lt;br /&gt;
 LBLUE_G&lt;br /&gt;
 LBLUE_B&lt;br /&gt;
 LGREEN_R&lt;br /&gt;
 LGREEN_G&lt;br /&gt;
 LGREEN_B&lt;br /&gt;
 LCYAN_R&lt;br /&gt;
 LCYAN_G&lt;br /&gt;
 LCYAN_B&lt;br /&gt;
 LRED_R&lt;br /&gt;
 LRED_G&lt;br /&gt;
 LRED_B&lt;br /&gt;
 LMAGENTA_R&lt;br /&gt;
 LMAGENTA_G&lt;br /&gt;
 LMAGENTA_B&lt;br /&gt;
 YELLOW_R&lt;br /&gt;
 YELLOW_G&lt;br /&gt;
 YELLOW_B&lt;br /&gt;
 WHITE_R&lt;br /&gt;
 WHITE_G&lt;br /&gt;
 WHITE_B&lt;br /&gt;
 SOUND&lt;br /&gt;
 INTRO&lt;br /&gt;
 VOLUME&lt;br /&gt;
 KEY_HOLD_MS&lt;br /&gt;
 RECENTER_INTERFACE_SHUTDOWN_MS&lt;br /&gt;
 Start FullScreen?&lt;br /&gt;
 Run in Fullscreen Mode?  You can set your preferences in data\init\init.txt.&lt;br /&gt;
 Unless you've changed your bindings, you can press F11 to toggle this setting any time.&lt;br /&gt;
 data/sound/song_title.ogg&lt;br /&gt;
 data/sound/song_game.ogg&lt;br /&gt;
 data/art/mouse.bmp&lt;br /&gt;
 data/movies&lt;br /&gt;
 /objects&lt;br /&gt;
 data/&lt;br /&gt;
 hmbcu&lt;br /&gt;
 .txt&lt;br /&gt;
 /*.txt&lt;br /&gt;
 text&lt;br /&gt;
 data/dipscript/*.*&lt;br /&gt;
 data/dipscript/&lt;br /&gt;
   &lt;br /&gt;
 region&lt;br /&gt;
 Command Line: World generation initiated.&lt;br /&gt;
 Command Line: World generation aborted because world exists.&lt;br /&gt;
 data/speech/general.txt&lt;br /&gt;
 data/speech/male.txt&lt;br /&gt;
 data/speech/female.txt&lt;br /&gt;
 data/speech/slayer.txt&lt;br /&gt;
 data/speech/threat.txt&lt;br /&gt;
 data/speech/greet.txt&lt;br /&gt;
 data/speech/greet_reply.txt&lt;br /&gt;
 data/speech/greet_reply_diff_language.txt&lt;br /&gt;
 data/speech/greet_reply_unusual_first.txt&lt;br /&gt;
 data/speech/greet_worship.txt&lt;br /&gt;
 data/speech/greet_baby.txt&lt;br /&gt;
 data/speech/goodbye_worship_1.txt&lt;br /&gt;
 data/speech/goodbye_worship_2.txt&lt;br /&gt;
 data/speech/goodbye_worship_3.txt&lt;br /&gt;
 data/speech/temple_already_member.txt&lt;br /&gt;
 data/speech/temple_become_member.txt&lt;br /&gt;
 data/speech/positive.txt&lt;br /&gt;
 data/speech/task_recommendation.txt&lt;br /&gt;
 data/speech/unknown_hf_seeker.txt&lt;br /&gt;
 data/speech/ab_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/site_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/same_site_ab_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/same_site_specific_hf_seeker.txt&lt;br /&gt;
 data/speech/arch_info_justification.txt&lt;br /&gt;
 data/speech/justification_representation.txt&lt;br /&gt;
 data/speech/justification_proximity.txt&lt;br /&gt;
 data/speech/justification_experience.txt&lt;br /&gt;
 data/speech/justification_reminder.txt&lt;br /&gt;
 data/speech/justification_antithetical.txt&lt;br /&gt;
 data/speech/no_family.txt&lt;br /&gt;
 data/speech/family_relationship_spec.txt&lt;br /&gt;
 data/speech/family_relationship_no_spec.txt&lt;br /&gt;
 data/speech/family_relationship_additional.txt&lt;br /&gt;
 data/speech/family_relationship_spec_dead.txt&lt;br /&gt;
 data/speech/family_relationship_no_spec_dead.txt&lt;br /&gt;
 data/speech/family_relationship_additional_dead.txt&lt;br /&gt;
 data/speech/child_age_proclamation.txt&lt;br /&gt;
 data/speech/wandering_profession.txt&lt;br /&gt;
 data/speech/scouting_profession.txt&lt;br /&gt;
 data/speech/hunting_profession.txt&lt;br /&gt;
 data/speech/snatcher_profession.txt&lt;br /&gt;
 data/speech/thief_profession.txt&lt;br /&gt;
 data/speech/wandering_profession_year.txt&lt;br /&gt;
 data/speech/scouting_profession_year.txt&lt;br /&gt;
 data/speech/hunting_profession_year.txt&lt;br /&gt;
 data/speech/snatcher_profession_year.txt&lt;br /&gt;
 data/speech/thief_profession_year.txt&lt;br /&gt;
 data/speech/past_wandering_profession.txt&lt;br /&gt;
 data/speech/past_scouting_profession.txt&lt;br /&gt;
 data/speech/past_hunting_profession.txt&lt;br /&gt;
 data/speech/past_snatcher_profession.txt&lt;br /&gt;
 data/speech/past_thief_profession.txt&lt;br /&gt;
 data/speech/guard_profession.txt&lt;br /&gt;
 data/speech/guard_warning.txt&lt;br /&gt;
 data/speech/soldier_profession.txt&lt;br /&gt;
 data/speech/past_profession_no_year.txt&lt;br /&gt;
 data/speech/past_profession_year.txt&lt;br /&gt;
 data/speech/current_profession_no_year.txt&lt;br /&gt;
 data/speech/current_profession_year.txt&lt;br /&gt;
 data/speech/hist_fig_slayer.txt&lt;br /&gt;
 data/speech/animal_slayer.txt&lt;br /&gt;
  were unable to complete the &lt;br /&gt;
 Jobs removed from unpowered &lt;br /&gt;
 narrow&lt;br /&gt;
 stout&lt;br /&gt;
 small&lt;br /&gt;
 large&lt;br /&gt;
 wood&lt;br /&gt;
 logs&lt;br /&gt;
 rough gems&lt;br /&gt;
 raw green glass&lt;br /&gt;
 raw clear glass&lt;br /&gt;
 raw crystal glass&lt;br /&gt;
 small &lt;br /&gt;
 rock&lt;br /&gt;
 stones&lt;br /&gt;
  wafers&lt;br /&gt;
  bars&lt;br /&gt;
 charcoal&lt;br /&gt;
 coke&lt;br /&gt;
 refined coal&lt;br /&gt;
 potash&lt;br /&gt;
 ashes&lt;br /&gt;
 pearlash&lt;br /&gt;
 tallow &lt;br /&gt;
 soap&lt;br /&gt;
 bars&lt;br /&gt;
 cut gems&lt;br /&gt;
 cut green glass gems&lt;br /&gt;
 cut clear glass gems&lt;br /&gt;
 cut crystal glass gems&lt;br /&gt;
 gems&lt;br /&gt;
 blocks&lt;br /&gt;
 portal&lt;br /&gt;
 door&lt;br /&gt;
 floodgate&lt;br /&gt;
 hatch cover&lt;br /&gt;
 grate&lt;br /&gt;
 table&lt;br /&gt;
 cabinet&lt;br /&gt;
 weapon rack&lt;br /&gt;
 armor stand&lt;br /&gt;
 bin&lt;br /&gt;
 box&lt;br /&gt;
 coffer&lt;br /&gt;
 chest&lt;br /&gt;
 boxes and bag&lt;br /&gt;
 backpack&lt;br /&gt;
 quiver&lt;br /&gt;
 casket&lt;br /&gt;
 sarcophag&lt;br /&gt;
 coffin&lt;br /&gt;
 rope&lt;br /&gt;
 chain&lt;br /&gt;
 waterskin&lt;br /&gt;
 vial&lt;br /&gt;
 flask&lt;br /&gt;
 musical instrument&lt;br /&gt;
 toy&lt;br /&gt;
 cup&lt;br /&gt;
 mug&lt;br /&gt;
 goblet&lt;br /&gt;
 window&lt;br /&gt;
 terrarium&lt;br /&gt;
 cage&lt;br /&gt;
 barrel&lt;br /&gt;
 bucket&lt;br /&gt;
 animal trap&lt;br /&gt;
 chair&lt;br /&gt;
 throne&lt;br /&gt;
 web&lt;br /&gt;
 strands&lt;br /&gt;
 thread&lt;br /&gt;
 cloth&lt;br /&gt;
 tanned hide&lt;br /&gt;
 rotten &lt;br /&gt;
  skin&lt;br /&gt;
 raw hide&lt;br /&gt;
 skull totem&lt;br /&gt;
 skull&lt;br /&gt;
 idol&lt;br /&gt;
 extract&lt;br /&gt;
 potion&lt;br /&gt;
 drink&lt;br /&gt;
 filthy &lt;br /&gt;
 sticky &lt;br /&gt;
 dirty &lt;br /&gt;
 gooey &lt;br /&gt;
 purulent &lt;br /&gt;
 ichorous &lt;br /&gt;
 bloody &lt;br /&gt;
 molten &lt;br /&gt;
 liquid&lt;br /&gt;
 ice&lt;br /&gt;
 glob&lt;br /&gt;
  laced with &lt;br /&gt;
 powder&lt;br /&gt;
 cheese&lt;br /&gt;
 catapult parts&lt;br /&gt;
 mechanisms&lt;br /&gt;
 tube&lt;br /&gt;
 pipe section&lt;br /&gt;
 trap component&lt;br /&gt;
 ballista parts&lt;br /&gt;
 anvil&lt;br /&gt;
 amulet&lt;br /&gt;
 ballista arrow head&lt;br /&gt;
 siege ammo&lt;br /&gt;
 ammunition&lt;br /&gt;
 scepter&lt;br /&gt;
 crown&lt;br /&gt;
 coin&lt;br /&gt;
 perfect &lt;br /&gt;
 large &lt;br /&gt;
 green glass &lt;br /&gt;
 clear glass &lt;br /&gt;
 crystal glass &lt;br /&gt;
 gem&lt;br /&gt;
  gem&lt;br /&gt;
 ring&lt;br /&gt;
 earring&lt;br /&gt;
 bracelet&lt;br /&gt;
 bed&lt;br /&gt;
 quern&lt;br /&gt;
 millstone&lt;br /&gt;
 statue&lt;br /&gt;
 corpse&lt;br /&gt;
 body part&lt;br /&gt;
 Rotten &lt;br /&gt;
 seeds&lt;br /&gt;
 withered &lt;br /&gt;
 leaves&lt;br /&gt;
 raw &lt;br /&gt;
 live &lt;br /&gt;
 small live animal&lt;br /&gt;
 tame &lt;br /&gt;
 small tame animal&lt;br /&gt;
 prepared meal&lt;br /&gt;
 meat&lt;br /&gt;
 shell&lt;br /&gt;
 bones&lt;br /&gt;
 weapon&lt;br /&gt;
 suits of &lt;br /&gt;
 armor&lt;br /&gt;
 right &lt;br /&gt;
 left &lt;br /&gt;
 handwear&lt;br /&gt;
 shield&lt;br /&gt;
 /buckler&lt;br /&gt;
 footwear&lt;br /&gt;
 headwear&lt;br /&gt;
 chain &lt;br /&gt;
 legwear&lt;br /&gt;
 item&lt;br /&gt;
  [&lt;br /&gt;
 ]&lt;br /&gt;
 A kidnapper has made off with &lt;br /&gt;
  has stolen &lt;br /&gt;
 A thief has stolen &lt;br /&gt;
  has &lt;br /&gt;
 You have &lt;br /&gt;
 died in a cage.&lt;br /&gt;
 fallen into a deep chasm.&lt;br /&gt;
 died of old age.&lt;br /&gt;
 starved to death.&lt;br /&gt;
 died from thirst.&lt;br /&gt;
 drowned.&lt;br /&gt;
 burned up in magma.&lt;br /&gt;
 burned up in dragon fire.&lt;br /&gt;
 died in the heat.&lt;br /&gt;
 been encased in cooling lava.&lt;br /&gt;
 been encased in cooling magma.&lt;br /&gt;
 been encased in ice.&lt;br /&gt;
 frozen to death.&lt;br /&gt;
 burned to death.&lt;br /&gt;
 been scalded to death.&lt;br /&gt;
 burned up in a magma mist.&lt;br /&gt;
 been crushed by a drawbridge.&lt;br /&gt;
 been crushed under the collapsing ceiling.&lt;br /&gt;
 been killed by falling rocks.&lt;br /&gt;
 been shot and killed.&lt;br /&gt;
 bled to death.&lt;br /&gt;
 suffocated.&lt;br /&gt;
 been struck down.&lt;br /&gt;
 been scuttled.&lt;br /&gt;
 been hacked to pieces.&lt;br /&gt;
 been beheaded.&lt;br /&gt;
 been crucified.&lt;br /&gt;
 been buried alive.&lt;br /&gt;
 been executed by being left out in the air.&lt;br /&gt;
 been executed by drowning.&lt;br /&gt;
 been burned alive.&lt;br /&gt;
 been fed to beasts.&lt;br /&gt;
 been murdered by &lt;br /&gt;
 somebody&lt;br /&gt;
 been killed by a trap.&lt;br /&gt;
 collapsed.&lt;br /&gt;
 died after colliding with an obstacle.&lt;br /&gt;
 been impaled on spikes.&lt;br /&gt;
 Of &lt;br /&gt;
 of &lt;br /&gt;
  is taken by a fey mood!&lt;br /&gt;
  withdraws from society...&lt;br /&gt;
  has been possessed!&lt;br /&gt;
  looses a roaring laughter, fell and terrible!&lt;br /&gt;
  begins to stalk and brood...&lt;br /&gt;
  has created &lt;br /&gt;
 , a &lt;br /&gt;
 *PAUSED*&lt;br /&gt;
  SIEGE &lt;br /&gt;
 +&lt;br /&gt;
  Idlers: &lt;br /&gt;
  x&lt;br /&gt;
 Ingredient Type&lt;br /&gt;
 Number&lt;br /&gt;
 Permissions&lt;br /&gt;
 Cook&lt;br /&gt;
 ----&lt;br /&gt;
 Brew&lt;br /&gt;
 : Toggle cook.  &lt;br /&gt;
 : Toggle brew.&lt;br /&gt;
 You have no appropriate ingredients.&lt;br /&gt;
 Price&lt;br /&gt;
 N/A&lt;br /&gt;
 Uninterested&lt;br /&gt;
 For Sale&lt;br /&gt;
 Available&lt;br /&gt;
 Ready for Slaughter&lt;br /&gt;
 Work Animal&lt;br /&gt;
 Not For Sale&lt;br /&gt;
 Unavailable&lt;br /&gt;
 Being Traded&lt;br /&gt;
 Not Tame&lt;br /&gt;
 : Toggle pet availability.  &lt;br /&gt;
 : Slaughter.&lt;br /&gt;
 You have no appropriate creatures.&lt;br /&gt;
  Justice  &lt;br /&gt;
   Cages&amp;amp;Chains: &lt;br /&gt;
 , Deceased&lt;br /&gt;
 There are no criminals.&lt;br /&gt;
 No Sentence Pending.&lt;br /&gt;
  Hammerstrike&lt;br /&gt;
 Beating.&lt;br /&gt;
  Day&lt;br /&gt;
  in Prison.&lt;br /&gt;
 Officer: &lt;br /&gt;
 None Assigned&lt;br /&gt;
 Violation of Production Order.&lt;br /&gt;
 Violation of Export Prohibition.&lt;br /&gt;
 Violation of Job Order.&lt;br /&gt;
 Conspiracy to Slow Labor.&lt;br /&gt;
 Murder.&lt;br /&gt;
 Disorderly Conduct.&lt;br /&gt;
 Building Destruction.&lt;br /&gt;
 Vandalism.&lt;br /&gt;
 Injured Party: &lt;br /&gt;
 General Items&lt;br /&gt;
 Prepared Food&lt;br /&gt;
 Potions&lt;br /&gt;
 Materials&lt;br /&gt;
 Cloth&lt;br /&gt;
 Bone&lt;br /&gt;
 Ivory&lt;br /&gt;
 Horn&lt;br /&gt;
 Pearl&lt;br /&gt;
 Shell&lt;br /&gt;
 Silk&lt;br /&gt;
 Stone/Gems&lt;br /&gt;
 Anml Extracts&lt;br /&gt;
 Plnt Extracts&lt;br /&gt;
 Anml Cheeses&lt;br /&gt;
 Plnt Cheeses&lt;br /&gt;
 Milled Animal&lt;br /&gt;
 Milled Plants&lt;br /&gt;
 Item Type&lt;br /&gt;
 Setter&lt;br /&gt;
 Unknown&lt;br /&gt;
 Job&lt;br /&gt;
 Wage&lt;br /&gt;
 Cleaning&lt;br /&gt;
 Place Item in Tomb&lt;br /&gt;
 Store Item in Stockpile&lt;br /&gt;
 Store Item in Bag&lt;br /&gt;
 Store Item in Chest&lt;br /&gt;
 Store Item in Cabinet&lt;br /&gt;
 Store Weapon&lt;br /&gt;
 Store Armor&lt;br /&gt;
 Store Item in Barrel&lt;br /&gt;
 Store Item in Bin&lt;br /&gt;
 Dump Item&lt;br /&gt;
 Building Construction&lt;br /&gt;
 Building Removal&lt;br /&gt;
 Door Construction&lt;br /&gt;
 Floodgate Construction&lt;br /&gt;
 Hatch Cover Construction&lt;br /&gt;
 Grate Construction&lt;br /&gt;
 Bed Construction&lt;br /&gt;
 Chair Construction&lt;br /&gt;
 Coffin Construction&lt;br /&gt;
 Table Construction&lt;br /&gt;
 Bin Construction&lt;br /&gt;
 Chest Construction&lt;br /&gt;
 Cabinet Construction&lt;br /&gt;
 Statue Construction&lt;br /&gt;
 Block Construction&lt;br /&gt;
 Anvil Construction&lt;br /&gt;
 Window Construction&lt;br /&gt;
 Pipe Section Construction&lt;br /&gt;
 Sand Collection&lt;br /&gt;
 Gem Cutting&lt;br /&gt;
 Gem Encrusting&lt;br /&gt;
 Glass Cutting&lt;br /&gt;
 Glass Encrusting&lt;br /&gt;
 Basic Ore Smelting&lt;br /&gt;
 Advanced Ore Smelting&lt;br /&gt;
 Object Melting&lt;br /&gt;
 Craft Making&lt;br /&gt;
 Coin Minting&lt;br /&gt;
 Metal Studding&lt;br /&gt;
 Metal Strand Extraction&lt;br /&gt;
 Totem Construction&lt;br /&gt;
 Flask Construction&lt;br /&gt;
 Goblet Construction&lt;br /&gt;
 Bone/Shell Decoration&lt;br /&gt;
 Instrument Construction&lt;br /&gt;
 Toy Construction&lt;br /&gt;
 Weapon Construction&lt;br /&gt;
 Ammo Construction&lt;br /&gt;
 Quiver Construction&lt;br /&gt;
 Armor Stand Construction&lt;br /&gt;
 Weapon Rack Construction&lt;br /&gt;
 Armor Construction&lt;br /&gt;
 Glove Construction&lt;br /&gt;
 Helm Construction&lt;br /&gt;
 Shield Construction&lt;br /&gt;
 Pants Construction&lt;br /&gt;
 Shoe Construction&lt;br /&gt;
 Backpack Construction&lt;br /&gt;
 Animal Trap Construction&lt;br /&gt;
 Trap Baiting&lt;br /&gt;
 Mechanism Construction&lt;br /&gt;
 Trap Component Construction&lt;br /&gt;
 Trap Cleaning&lt;br /&gt;
 Trigger Linking&lt;br /&gt;
 Cage Trap Loading&lt;br /&gt;
 Stone Trap Loading&lt;br /&gt;
 Weapon Trap Loading&lt;br /&gt;
 Lever Pulling&lt;br /&gt;
 Operate Pump&lt;br /&gt;
 Construct Quern&lt;br /&gt;
 Construct Millstone&lt;br /&gt;
 Catapult Loading&lt;br /&gt;
 Ballista Loading&lt;br /&gt;
 Catapult Firing&lt;br /&gt;
 Ballista Firing&lt;br /&gt;
 Ballista Arrow Head Construction&lt;br /&gt;
 Siege Ammo Construction&lt;br /&gt;
 Catapult Part Construction&lt;br /&gt;
 Ballista Part Construction&lt;br /&gt;
 Fortification Carving&lt;br /&gt;
 Wall Detailing&lt;br /&gt;
 Floor Detailing&lt;br /&gt;
 Mining&lt;br /&gt;
 Stair/Ramp Removal&lt;br /&gt;
 Carving Upward Staircase&lt;br /&gt;
 Carving Downward Staircase&lt;br /&gt;
 Carving Up/Down Staircase&lt;br /&gt;
 Carving Ramp&lt;br /&gt;
 Digging Channel&lt;br /&gt;
 Tree Felling&lt;br /&gt;
 Plant Gathering&lt;br /&gt;
 Construction Removal&lt;br /&gt;
 Fishing&lt;br /&gt;
 Hunting&lt;br /&gt;
 Returning Kill&lt;br /&gt;
 Capturing Land Animals&lt;br /&gt;
 Capturing Fish&lt;br /&gt;
 Hunting Animal Training&lt;br /&gt;
 War Animal Training&lt;br /&gt;
 Web Collection&lt;br /&gt;
 Cage Construction&lt;br /&gt;
 Chain Construction&lt;br /&gt;
 Bucket Construction&lt;br /&gt;
 Planting&lt;br /&gt;
 Harvesting&lt;br /&gt;
 Fertilizing&lt;br /&gt;
 Brewing&lt;br /&gt;
 Thread Dyeing&lt;br /&gt;
 Cloth Dyeing&lt;br /&gt;
 Image Sewing&lt;br /&gt;
 Plant Extraction&lt;br /&gt;
 Plant Processing&lt;br /&gt;
 Plant Processing/Bag&lt;br /&gt;
 Plant Processing/Vial&lt;br /&gt;
 Plant Processing/Barrel&lt;br /&gt;
 Cheese Making&lt;br /&gt;
 Milking&lt;br /&gt;
 Tanning&lt;br /&gt;
 Cooking&lt;br /&gt;
 Weaving&lt;br /&gt;
 Alchemy&lt;br /&gt;
 Fish Extraction&lt;br /&gt;
 Land Animal Extraction&lt;br /&gt;
 Small Creature Taming&lt;br /&gt;
 Large Creature Taming&lt;br /&gt;
 Butchering&lt;br /&gt;
 Slaughtering&lt;br /&gt;
 Fish Processing&lt;br /&gt;
 Milling&lt;br /&gt;
 Barrel Construction&lt;br /&gt;
 Give Water&lt;br /&gt;
 Give Food&lt;br /&gt;
 Recover Wounded&lt;br /&gt;
 Fat Rendering&lt;br /&gt;
 Animal Chaining&lt;br /&gt;
 Animal Unchaining&lt;br /&gt;
 Releasing Large Creature&lt;br /&gt;
 Releasing Small Creature&lt;br /&gt;
 Handling Large Creature&lt;br /&gt;
 Handling Small Creature&lt;br /&gt;
 Large Creature Caging&lt;br /&gt;
 Small Creature Caging&lt;br /&gt;
 Aquarium Draining&lt;br /&gt;
 Aquarium Filling&lt;br /&gt;
 Pond Filling&lt;br /&gt;
 Beat Criminal&lt;br /&gt;
 Large Creature Pit/Ponding&lt;br /&gt;
 Small Creature Pit/Ponding&lt;br /&gt;
 Charcoal Making&lt;br /&gt;
 Ash Making&lt;br /&gt;
 Lye Making&lt;br /&gt;
 Potash Making (Lye)&lt;br /&gt;
 Potash Making (Ash)&lt;br /&gt;
 Pearlash Making&lt;br /&gt;
 Glassmaking&lt;br /&gt;
 Soap Making&lt;br /&gt;
 Managing Work Orders&lt;br /&gt;
 Updating Stockpile Records&lt;br /&gt;
 Trading at Depot&lt;br /&gt;
 Work Orders&lt;br /&gt;
 Left&lt;br /&gt;
 Validated&lt;br /&gt;
 A manager is required to coordinate work orders.&lt;br /&gt;
 All work orders must be validated by the manager before they become active.&lt;br /&gt;
 : New Order  &lt;br /&gt;
 : Remove  &lt;br /&gt;
 : Increase priority  &lt;br /&gt;
 : Max priority  &lt;br /&gt;
 : Wages&lt;br /&gt;
 Quantity: &lt;br /&gt;
 Type in parts of the name to narrow your search.  &lt;br /&gt;
  ELEC&lt;br /&gt;
 Look, if you want to play DND, I'm sure you can find a game that has your&lt;br /&gt;
 favorite metal in it.  Don't look here.&lt;br /&gt;
 /R&lt;br /&gt;
 Suspended&lt;br /&gt;
 Inactive&lt;br /&gt;
 Wild Animal&lt;br /&gt;
 Undead&lt;br /&gt;
 Berserk&lt;br /&gt;
 Invader&lt;br /&gt;
 Diplomat&lt;br /&gt;
 Merchant&lt;br /&gt;
 Visitor&lt;br /&gt;
 Friendly&lt;br /&gt;
 From The Underworld&lt;br /&gt;
 Uninvited Guest&lt;br /&gt;
 Current Resident&lt;br /&gt;
 Hostile&lt;br /&gt;
 Tame&lt;br /&gt;
 There are no idle &lt;br /&gt;
  or jobs.&lt;br /&gt;
  to return, &lt;br /&gt;
 : Manager&lt;br /&gt;
 : ViewCre, &lt;br /&gt;
 : ViewJob, &lt;br /&gt;
 : Zoom-Cre, &lt;br /&gt;
 : Zoom-Bld, &lt;br /&gt;
 : Manager, &lt;br /&gt;
 : Remv Cre&lt;br /&gt;
  (Lost)&lt;br /&gt;
 No treasures yet.&lt;br /&gt;
 This land has no important leaders.&lt;br /&gt;
 Exports to &lt;br /&gt;
 Petty Annoyance&lt;br /&gt;
 Terror&lt;br /&gt;
 Imports from &lt;br /&gt;
 Offerings from &lt;br /&gt;
 Death&lt;br /&gt;
 Vengeance&lt;br /&gt;
 You can look at trade information once you have a broker&lt;br /&gt;
 with appraisal skill.&lt;br /&gt;
 Trade Agreement (Exports to &lt;br /&gt;
 Trade Agreement (Imports from &lt;br /&gt;
 : View Agreement&lt;br /&gt;
 You have no agreements with this land.&lt;br /&gt;
  to change modes.&lt;br /&gt;
   Civilizations  &lt;br /&gt;
   Squad: &lt;br /&gt;
 &amp;quot;  &lt;br /&gt;
 : Food Carried - &lt;br /&gt;
 One ration&lt;br /&gt;
 Two rations&lt;br /&gt;
 Water is carried&lt;br /&gt;
 Water is not carried&lt;br /&gt;
 : Sleep - &lt;br /&gt;
 Sleep on ground&lt;br /&gt;
 Sleep in barracks&lt;br /&gt;
 Sleep in room&lt;br /&gt;
 Squad stays close to station&lt;br /&gt;
 Squad chases opponents&lt;br /&gt;
 Squad harasses dangerous wild animals&lt;br /&gt;
 Squad ignores wild animals if possible&lt;br /&gt;
 Squad is standing down&lt;br /&gt;
 Squad is on duty&lt;br /&gt;
 : Zoom to the commander.&lt;br /&gt;
   Military Command Chain  &lt;br /&gt;
   Royal Guard: &lt;br /&gt;
   Fortress Guard: &lt;br /&gt;
 Unm&lt;br /&gt;
 Axe&lt;br /&gt;
 Cbw&lt;br /&gt;
 Ham&lt;br /&gt;
 Mac&lt;br /&gt;
 Spr&lt;br /&gt;
 Swd&lt;br /&gt;
 #:&lt;br /&gt;
 A:&lt;br /&gt;
 Lth&lt;br /&gt;
 Chn&lt;br /&gt;
 Plt&lt;br /&gt;
 Bkl&lt;br /&gt;
 Shd&lt;br /&gt;
 Squad: &lt;br /&gt;
 Royal Guard&lt;br /&gt;
 Fortress Guard&lt;br /&gt;
 You have no soldiers.&lt;br /&gt;
  change.&lt;br /&gt;
  select.&lt;br /&gt;
  done with weapons.&lt;br /&gt;
  activates, &lt;br /&gt;
  view squad, &lt;br /&gt;
  zoom.&lt;br /&gt;
  weapons.&lt;br /&gt;
  promotes, &lt;br /&gt;
  done promoting.&lt;br /&gt;
 Squad &lt;br /&gt;
  has been disbanded.&lt;br /&gt;
  has been annihilated!&lt;br /&gt;
  Seeds&lt;br /&gt;
  Leaves&lt;br /&gt;
 bone meal&lt;br /&gt;
  dust&lt;br /&gt;
 dust&lt;br /&gt;
  powder&lt;br /&gt;
 he&lt;br /&gt;
 she&lt;br /&gt;
 it&lt;br /&gt;
 him&lt;br /&gt;
 her&lt;br /&gt;
 himself&lt;br /&gt;
 herself&lt;br /&gt;
 itself&lt;br /&gt;
 his&lt;br /&gt;
  caught in a cloud of flames!&lt;br /&gt;
  caught up in the web!&lt;br /&gt;
 The item sparkles with a supernatural brillance.&lt;br /&gt;
 The air around the object seems warped as if it were very hot, yet the item is cool to the touch.&lt;br /&gt;
 The object looks oddly square.&lt;br /&gt;
 The item constantly emits a nearly inaudible high-pitched whistle.&lt;br /&gt;
 The item is covered with small bumps.&lt;br /&gt;
 The item smells like wet earth.&lt;br /&gt;
 Tiny streaks of lightning streak quickly over the object's surface.&lt;br /&gt;
 Creatures that look at the item cannot think negative thoughts.&lt;br /&gt;
 The item is covered with minute gray hairs.&lt;br /&gt;
 The item sounds like rustling leaves when moved.&lt;br /&gt;
 Needs &lt;br /&gt;
 Disconnected&lt;br /&gt;
 Need trigger type&lt;br /&gt;
 Needs walkable perimeter&lt;br /&gt;
 Hidden&lt;br /&gt;
 Needs to be anchored on edge&lt;br /&gt;
 Blocked&lt;br /&gt;
 Surrounded by empty space&lt;br /&gt;
 Needs adjacent wall&lt;br /&gt;
 Needs open space&lt;br /&gt;
 Off map&lt;br /&gt;
 Water&lt;br /&gt;
 Lava/Magma&lt;br /&gt;
 Building present&lt;br /&gt;
 Construction present&lt;br /&gt;
 Must be inside&lt;br /&gt;
 Too close to edge&lt;br /&gt;
 Must be outside&lt;br /&gt;
 Cannot build at highest level&lt;br /&gt;
 Needs soil or mud&lt;br /&gt;
 Needs soil&lt;br /&gt;
 Needs ground or near machine&lt;br /&gt;
 No access to &lt;br /&gt;
 No access&lt;br /&gt;
 Null site on overall status&lt;br /&gt;
 &amp;quot; &lt;br /&gt;
 Early &lt;br /&gt;
 Mid-&lt;br /&gt;
 Late &lt;br /&gt;
 Spring&lt;br /&gt;
 Summer&lt;br /&gt;
 Autumn&lt;br /&gt;
 Winter&lt;br /&gt;
 Animals&lt;br /&gt;
 Stocks&lt;br /&gt;
 Prices&lt;br /&gt;
 Currency&lt;br /&gt;
 Justice&lt;br /&gt;
 Created Wealth:&lt;br /&gt;
 Weapons:&lt;br /&gt;
 Armor and Garb:&lt;br /&gt;
 Furniture:&lt;br /&gt;
 Other Objects:&lt;br /&gt;
 Architecture:&lt;br /&gt;
 Displayed:&lt;br /&gt;
 Held/Worn:&lt;br /&gt;
 You need a broker with&lt;br /&gt;
 the appraisal skill.&lt;br /&gt;
 Imported Wealth:&lt;br /&gt;
 Exported Wealth:&lt;br /&gt;
 Trade Information:&lt;br /&gt;
 Population:&lt;br /&gt;
 Leader &lt;br /&gt;
 Consort &lt;br /&gt;
 Nobles/Admins&lt;br /&gt;
 Peasants&lt;br /&gt;
 Trained Animals&lt;br /&gt;
 Other Animals&lt;br /&gt;
 Food Stores:&lt;br /&gt;
 Meat&lt;br /&gt;
 Fish&lt;br /&gt;
 Plant&lt;br /&gt;
 Drink&lt;br /&gt;
 Other&lt;br /&gt;
 Mountainhome&lt;br /&gt;
 Metropolis&lt;br /&gt;
 City&lt;br /&gt;
 Village&lt;br /&gt;
 Hamlet&lt;br /&gt;
 Outpost&lt;br /&gt;
 Evaluate Depot Access Overflow&lt;br /&gt;
 Evaluate Depot Caravan Access Overflow&lt;br /&gt;
   Building List  &lt;br /&gt;
  (S)&lt;br /&gt;
  / Spouse&lt;br /&gt;
 No Owner&lt;br /&gt;
 You don't having any buildings.&lt;br /&gt;
 Evaluation:&lt;br /&gt;
 : View building information&lt;br /&gt;
 : Zoom to building items&lt;br /&gt;
 : Zoom to building tasks&lt;br /&gt;
 : Swap right panel&lt;br /&gt;
   Stone Restrictions  &lt;br /&gt;
 Economic stones&lt;br /&gt;
  are reserved for use by the listed tasks.&lt;br /&gt;
 : Change status&lt;br /&gt;
 : View selected&lt;br /&gt;
 Requires fuel&lt;br /&gt;
 Takes place at smelter&lt;br /&gt;
 REAGENTS&lt;br /&gt;
 PRODUCTS&lt;br /&gt;
   Currency Counts  &lt;br /&gt;
 The broker recommends keeping &lt;br /&gt;
  of each coin type to match accounts.&lt;br /&gt;
   The Nobles and Administrators of &lt;br /&gt;
   Choose the &lt;br /&gt;
  Settings  &lt;br /&gt;
 The Incoming King&lt;br /&gt;
 [REQUIRE]&lt;br /&gt;
 [DEMAND]&lt;br /&gt;
 [MANDATE]&lt;br /&gt;
 VACANT&lt;br /&gt;
 : Replace&lt;br /&gt;
 : View Unit/Fill Vacancy&lt;br /&gt;
 : Settings&lt;br /&gt;
 Leave Vacant&lt;br /&gt;
 No relevant skills&lt;br /&gt;
 There are no reasonable candidates.&lt;br /&gt;
 : View Unit&lt;br /&gt;
 Lowest Precision&lt;br /&gt;
 Low Precision&lt;br /&gt;
 Medium Precision&lt;br /&gt;
 High Precision&lt;br /&gt;
 Highest Precision&lt;br /&gt;
 77 -&amp;gt; 80   777 -&amp;gt; 800   7777 -&amp;gt; 8000   77777 -&amp;gt; 80000&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 780   7777 -&amp;gt; 7800   77777 -&amp;gt; 78000&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7780   77777 -&amp;gt; 77800&lt;br /&gt;
 77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7777   77777 -&amp;gt; 77780&lt;br /&gt;
 All counts accurate&lt;br /&gt;
 Your bookkeeper has done enough work to attain &lt;br /&gt;
 Your bookkeeper needs to work in an office to improve precision&lt;br /&gt;
 low precision&lt;br /&gt;
 medium precision&lt;br /&gt;
 high precision&lt;br /&gt;
 highest precision&lt;br /&gt;
 The stockpile records are &lt;br /&gt;
 % updated toward the next precision level.&lt;br /&gt;
 Architecture&lt;br /&gt;
 Desired:&lt;br /&gt;
 Current:&lt;br /&gt;
 Road Value&lt;br /&gt;
 Offerings&lt;br /&gt;
 Royal Throne Room&lt;br /&gt;
 Opulent Throne Room&lt;br /&gt;
 Throne Room&lt;br /&gt;
 Splendid Office&lt;br /&gt;
 Decent Office&lt;br /&gt;
 Office&lt;br /&gt;
 Modest Office&lt;br /&gt;
 Meager Office&lt;br /&gt;
 No Office&lt;br /&gt;
 Royal Bedroom&lt;br /&gt;
 Grand Bedroom&lt;br /&gt;
 Great Bedroom&lt;br /&gt;
 Fine Quarters&lt;br /&gt;
 Decent Quarters&lt;br /&gt;
 Quarters&lt;br /&gt;
 Modest Quarters&lt;br /&gt;
 Meager Quarters&lt;br /&gt;
 No Quarters&lt;br /&gt;
 Royal Dining Room&lt;br /&gt;
 Grand Dining Room&lt;br /&gt;
 Great Dining Room&lt;br /&gt;
 Fine Dining Room&lt;br /&gt;
 Decent Dining Room&lt;br /&gt;
 Dining Room&lt;br /&gt;
 Modest Dining Room&lt;br /&gt;
 Meager Dining Room&lt;br /&gt;
 No Dining Room&lt;br /&gt;
 Royal Mausoleum&lt;br /&gt;
 Grand Mausoleum&lt;br /&gt;
 Mausoleum&lt;br /&gt;
 Fine Tomb&lt;br /&gt;
 Tomb&lt;br /&gt;
 Burial Chamber&lt;br /&gt;
 Servant's Burial Chamber&lt;br /&gt;
 Grave&lt;br /&gt;
 No Tomb&lt;br /&gt;
  has been disturbed.&lt;br /&gt;
 group of &lt;br /&gt;
 Many &lt;br /&gt;
  have been disturbed.&lt;br /&gt;
 swarm of &lt;br /&gt;
  its way out of confinement!&lt;br /&gt;
  caught in a burst of steam!&lt;br /&gt;
 lumber limits&lt;br /&gt;
 data/init/interface.txt&lt;br /&gt;
 DISPLAY_STRING&lt;br /&gt;
 Unknown Interface Token: &lt;br /&gt;
   The Wealth of &lt;br /&gt;
 F&lt;br /&gt;
 D&lt;br /&gt;
 H&lt;br /&gt;
&lt;br /&gt;
 : Mode&lt;br /&gt;
 : Zoom&lt;br /&gt;
 : Melt&lt;br /&gt;
 : Forbid&lt;br /&gt;
 : Dump&lt;br /&gt;
 : Hide&lt;br /&gt;
 Basic Value: &lt;br /&gt;
 Weight: &lt;br /&gt;
 Price: &lt;br /&gt;
 Owner: &lt;br /&gt;
 Uses and Contents: &lt;br /&gt;
 Uses: &lt;br /&gt;
 Contents: &lt;br /&gt;
 : Claim&lt;br /&gt;
 : Description&lt;br /&gt;
 This building &lt;br /&gt;
 was designed by&lt;br /&gt;
 was well-designed by&lt;br /&gt;
 was finely-designed by&lt;br /&gt;
 was superiorly designed by&lt;br /&gt;
 bears the exceptional design of&lt;br /&gt;
 was masterfully designed by&lt;br /&gt;
 an unknown architect&lt;br /&gt;
 The structure &lt;br /&gt;
 was built by&lt;br /&gt;
 was solidly built by&lt;br /&gt;
 was finely-built by&lt;br /&gt;
 was superiorly built by&lt;br /&gt;
 was exceptionally built by&lt;br /&gt;
 was masterfully built by&lt;br /&gt;
 an unknown artisan&lt;br /&gt;
 Worker: &lt;br /&gt;
 Location: &lt;br /&gt;
 Repeating&lt;br /&gt;
 Items:&lt;br /&gt;
 Stone Hauling&lt;br /&gt;
 Wood Hauling&lt;br /&gt;
 Burial&lt;br /&gt;
 Food Hauling&lt;br /&gt;
 Refuse Hauling&lt;br /&gt;
 Item Hauling&lt;br /&gt;
 Furniture Hauling&lt;br /&gt;
 Animal Hauling&lt;br /&gt;
 Wood Cutting&lt;br /&gt;
 Carpentry&lt;br /&gt;
 Stone Detailing&lt;br /&gt;
 Masonry&lt;br /&gt;
 Animal Training&lt;br /&gt;
 Animal Care&lt;br /&gt;
 Health Care&lt;br /&gt;
 Butchery&lt;br /&gt;
 Trapping&lt;br /&gt;
 Small Animal Dissection&lt;br /&gt;
 Leatherworking&lt;br /&gt;
 Dyeing&lt;br /&gt;
 Soap Maker&lt;br /&gt;
 Clothesmaking&lt;br /&gt;
 Farming (Fields)&lt;br /&gt;
 Fish Cleaning&lt;br /&gt;
 Fish Dissection&lt;br /&gt;
 Potash Making&lt;br /&gt;
 Furnace Operating&lt;br /&gt;
 Wood Burning&lt;br /&gt;
 Weaponsmithing&lt;br /&gt;
 Armoring&lt;br /&gt;
 Blacksmithing&lt;br /&gt;
 Metalcrafting&lt;br /&gt;
 Gem Setting&lt;br /&gt;
 Woodcrafting&lt;br /&gt;
 Stonecrafting&lt;br /&gt;
 Bone Carving&lt;br /&gt;
 Strand Extraction&lt;br /&gt;
 Axe-fighting&lt;br /&gt;
 Sword-fighting&lt;br /&gt;
 Mace-fighting&lt;br /&gt;
 Hammer-fighting&lt;br /&gt;
 Spear-fighting&lt;br /&gt;
 Dagger-fighting&lt;br /&gt;
 Crossbow-fighting&lt;br /&gt;
 Bow-fighting&lt;br /&gt;
 Blowgun-fighting&lt;br /&gt;
 Pike-fighting&lt;br /&gt;
 Whip-fighting&lt;br /&gt;
 Shield Using&lt;br /&gt;
 Armor Using&lt;br /&gt;
 Siege Engineering&lt;br /&gt;
 Siege Operating&lt;br /&gt;
 Crossbow-making&lt;br /&gt;
 Mechanics&lt;br /&gt;
 Weapon Number&lt;br /&gt;
 Pump Operating&lt;br /&gt;
 OBJECT&lt;br /&gt;
 LANGUAGE&lt;br /&gt;
 MATGLOSS&lt;br /&gt;
 DESCRIPTOR&lt;br /&gt;
 REACTION&lt;br /&gt;
 /*.*&lt;br /&gt;
 data/save/*.*&lt;br /&gt;
 spr&lt;br /&gt;
 sum&lt;br /&gt;
 aut&lt;br /&gt;
 win&lt;br /&gt;
 *.dat&lt;br /&gt;
 *.sav&lt;br /&gt;
 data/save/current/*.dat&lt;br /&gt;
 data/save/current/*.sav&lt;br /&gt;
 world.dat&lt;br /&gt;
 world.sav&lt;br /&gt;
 data/save/current/world.sav&lt;br /&gt;
&lt;br /&gt;
 FPS: &lt;br /&gt;
 TILE_PAGE&lt;br /&gt;
 CREATURE_GRAPHICS&lt;br /&gt;
 Unrecognized Creature Graphics Token: &lt;br /&gt;
 FILE&lt;br /&gt;
 TILE_DIM&lt;br /&gt;
 PAGE_DIM&lt;br /&gt;
 Unrecognized Tile Page Token: &lt;br /&gt;
 raw/graphics/graphics_*.*&lt;br /&gt;
 raw/graphics/&lt;br /&gt;
  designed a masterful &lt;br /&gt;
  for &lt;br /&gt;
  constructed a masterful &lt;br /&gt;
  created a masterful &lt;br /&gt;
  masterfully dyed a &lt;br /&gt;
 added a masterful image&lt;br /&gt;
 added a masterful covering&lt;br /&gt;
 added masterful rings&lt;br /&gt;
 added masterful bands&lt;br /&gt;
 added masterful spikes&lt;br /&gt;
 added a masterful handle&lt;br /&gt;
 added masterful thread&lt;br /&gt;
 added masterful cloth&lt;br /&gt;
 wove a masterful sewn image&lt;br /&gt;
  &amp;quot;&lt;br /&gt;
  to a &lt;br /&gt;
  prepared a masterful &lt;br /&gt;
  created a masterful engraving&lt;br /&gt;
  destroyed &lt;br /&gt;
 a masterpiece&lt;br /&gt;
  was destroyed&lt;br /&gt;
  by melting&lt;br /&gt;
  by magma&lt;br /&gt;
  during fortification carving&lt;br /&gt;
  during mining&lt;br /&gt;
  by falling debris&lt;br /&gt;
  by growing vegetation&lt;br /&gt;
  masterfully designed by &lt;br /&gt;
  masterfully constructed by &lt;br /&gt;
 the masterful &lt;br /&gt;
  created by &lt;br /&gt;
  masterfully dyed with &lt;br /&gt;
 addition of a masterful image&lt;br /&gt;
 addition of a masterful covering&lt;br /&gt;
 addition of masterful rings&lt;br /&gt;
 addition of masterful bands&lt;br /&gt;
 addition of masterful spikes&lt;br /&gt;
 addition of a masterful handle&lt;br /&gt;
 addition of masterful thread&lt;br /&gt;
 addition of masterful cloth&lt;br /&gt;
 weaving of a masterful sewn image&lt;br /&gt;
  prepared by &lt;br /&gt;
 the masterful engraving&lt;br /&gt;
 the destruction of &lt;br /&gt;
 in &lt;br /&gt;
  attacked &lt;br /&gt;
  led the attack&lt;br /&gt;
 , and the defenders were led by &lt;br /&gt;
   The defenders were led by &lt;br /&gt;
 the attack by &lt;br /&gt;
 the attack on &lt;br /&gt;
  defeated &lt;br /&gt;
  and destroyed &lt;br /&gt;
 the defeat of &lt;br /&gt;
  and destruction of &lt;br /&gt;
  and pillaged &lt;br /&gt;
  and pillaging of &lt;br /&gt;
  and placed &lt;br /&gt;
  in charge of &lt;br /&gt;
 The new government was called &lt;br /&gt;
  and lordship of &lt;br /&gt;
  over &lt;br /&gt;
  and demanded tribute from &lt;br /&gt;
  and the demand of tribute from &lt;br /&gt;
  and took over &lt;br /&gt;
  and takeover of &lt;br /&gt;
  routed &lt;br /&gt;
 the route of &lt;br /&gt;
 their&lt;br /&gt;
  settlement of &lt;br /&gt;
  withered.&lt;br /&gt;
 the withering of &lt;br /&gt;
  formed&lt;br /&gt;
  merged with &lt;br /&gt;
  abandoned the settlement of &lt;br /&gt;
 the formation of &lt;br /&gt;
 the incorporation of &lt;br /&gt;
  into &lt;br /&gt;
 the abandonment of the settlement of &lt;br /&gt;
  finished the construction of &lt;br /&gt;
  as a part of &lt;br /&gt;
  connecting &lt;br /&gt;
 the completion of &lt;br /&gt;
  constructed &lt;br /&gt;
  replaced &lt;br /&gt;
  razed &lt;br /&gt;
  founded &lt;br /&gt;
 the foundation of &lt;br /&gt;
 the construction of &lt;br /&gt;
 the replacement of &lt;br /&gt;
 the razing of &lt;br /&gt;
  launched an expedition to reclaim &lt;br /&gt;
 the reclamation of &lt;br /&gt;
  devoured &lt;br /&gt;
 the devouring of &lt;br /&gt;
  was &lt;br /&gt;
 broken away&lt;br /&gt;
 slashed out&lt;br /&gt;
 slashed off&lt;br /&gt;
 torn out&lt;br /&gt;
 torn off&lt;br /&gt;
 stabbed out&lt;br /&gt;
 ripped off&lt;br /&gt;
 burned out&lt;br /&gt;
 burned away&lt;br /&gt;
 shattered&lt;br /&gt;
 smashed&lt;br /&gt;
 slashed&lt;br /&gt;
 ripped&lt;br /&gt;
 stabbed&lt;br /&gt;
 frozen&lt;br /&gt;
 breaking away&lt;br /&gt;
 slashing out&lt;br /&gt;
 slashing off&lt;br /&gt;
 tearing out&lt;br /&gt;
 tearing off&lt;br /&gt;
 stabbing out&lt;br /&gt;
 ripping off&lt;br /&gt;
 burning out&lt;br /&gt;
 burning away&lt;br /&gt;
 shattering&lt;br /&gt;
 smashing&lt;br /&gt;
 slashing&lt;br /&gt;
 ripping&lt;br /&gt;
 stabbing&lt;br /&gt;
 burning&lt;br /&gt;
 freezing&lt;br /&gt;
  and others&lt;br /&gt;
  was&lt;br /&gt;
  were&lt;br /&gt;
  the first to reach the summit of &lt;br /&gt;
 an unknown peak&lt;br /&gt;
 , which rises above &lt;br /&gt;
 the climbing of &lt;br /&gt;
  fought with &lt;br /&gt;
 .  While defeated, the latter escaped unscathed&lt;br /&gt;
  managed to escape from &lt;br /&gt;
 's onslaught&lt;br /&gt;
  was forced to retreat from &lt;br /&gt;
  despite the latter's wounds&lt;br /&gt;
  eventually prevailed and &lt;br /&gt;
  was forced to make a hasty escape&lt;br /&gt;
  surprised &lt;br /&gt;
  ambushed &lt;br /&gt;
  happened upon &lt;br /&gt;
  cornered &lt;br /&gt;
  confronted &lt;br /&gt;
 a scuffle between &lt;br /&gt;
  in which the former emerged victorious&lt;br /&gt;
 the escape of &lt;br /&gt;
  after a punishing fight&lt;br /&gt;
  after a horrific combat&lt;br /&gt;
 attack on&lt;br /&gt;
 surprising of&lt;br /&gt;
 ambush of&lt;br /&gt;
 happening upon&lt;br /&gt;
 cornering of&lt;br /&gt;
 confrontation of&lt;br /&gt;
  burned &lt;br /&gt;
  in dragon fire&lt;br /&gt;
  to death&lt;br /&gt;
  shot and killed &lt;br /&gt;
  mortally wounded &lt;br /&gt;
 , who bled to death&lt;br /&gt;
 , who suffocated&lt;br /&gt;
  hacked &lt;br /&gt;
  to pieces&lt;br /&gt;
  beheaded &lt;br /&gt;
  crucified &lt;br /&gt;
  buried &lt;br /&gt;
  alive&lt;br /&gt;
  left &lt;br /&gt;
  out in the air&lt;br /&gt;
  drowned &lt;br /&gt;
  fed &lt;br /&gt;
  to beasts&lt;br /&gt;
  struck down &lt;br /&gt;
  murdered &lt;br /&gt;
  threw &lt;br /&gt;
  against an obstacle, causing immediate death&lt;br /&gt;
  into a pit of spikes.&lt;br /&gt;
 died in the heat&lt;br /&gt;
 was encased in cooling lava&lt;br /&gt;
 was encased in cooling magma&lt;br /&gt;
 was encased in ice&lt;br /&gt;
 froze to death&lt;br /&gt;
 died in a cage&lt;br /&gt;
 fell into a deep chasm&lt;br /&gt;
 died of old age&lt;br /&gt;
 starved to death&lt;br /&gt;
 died from thirst&lt;br /&gt;
 drowned&lt;br /&gt;
 burned up in magma&lt;br /&gt;
 burned up in &lt;br /&gt;
  dragon fire&lt;br /&gt;
 dragon fire&lt;br /&gt;
 was burned to death by &lt;br /&gt;
  fire&lt;br /&gt;
 burned to death&lt;br /&gt;
 was scalded to death&lt;br /&gt;
 burned up in a magma mist&lt;br /&gt;
 was crushed by a drawbridge&lt;br /&gt;
 was crushed under a collapsing ceiling&lt;br /&gt;
 was killed by falling rocks&lt;br /&gt;
 was shot and killed&lt;br /&gt;
 bled to death&lt;br /&gt;
 , slain by &lt;br /&gt;
 suffocated&lt;br /&gt;
 was hacked to pieces&lt;br /&gt;
 was beheaded&lt;br /&gt;
 was crucified&lt;br /&gt;
 was buried alive&lt;br /&gt;
 was left out in the air&lt;br /&gt;
 was drowned&lt;br /&gt;
 was burned alive&lt;br /&gt;
 was fed to beasts&lt;br /&gt;
 was struck down&lt;br /&gt;
 was scuttled&lt;br /&gt;
 was murdered by &lt;br /&gt;
 was killed by a trap&lt;br /&gt;
 collapsed&lt;br /&gt;
 died after colliding with an obstacle&lt;br /&gt;
 was impaled on spikes&lt;br /&gt;
 the death of &lt;br /&gt;
  in a cage&lt;br /&gt;
 the fall of &lt;br /&gt;
  into a deep chasm&lt;br /&gt;
 the passing of &lt;br /&gt;
 the starvation of &lt;br /&gt;
 the dehydration of &lt;br /&gt;
 the drowning of &lt;br /&gt;
 the burning of &lt;br /&gt;
  in magma&lt;br /&gt;
 the heat-induced death of &lt;br /&gt;
 the encasement of &lt;br /&gt;
  in cooling lava&lt;br /&gt;
  in cooling magma&lt;br /&gt;
  in ice&lt;br /&gt;
 the freezing of &lt;br /&gt;
 the scalding of &lt;br /&gt;
  in a magma mist&lt;br /&gt;
 the crushing of &lt;br /&gt;
  under a drawbridge&lt;br /&gt;
  under a collapsing ceiling&lt;br /&gt;
  by falling rocks&lt;br /&gt;
 the shooting of &lt;br /&gt;
 the mortal wounding of &lt;br /&gt;
 the hacking of &lt;br /&gt;
 the beheading of &lt;br /&gt;
 the crucifixion of &lt;br /&gt;
 the burial of &lt;br /&gt;
 the leaving of &lt;br /&gt;
 the feeding of &lt;br /&gt;
 the killing of &lt;br /&gt;
 the scuttling of &lt;br /&gt;
 the murder of &lt;br /&gt;
  by a trap&lt;br /&gt;
 the collapse of &lt;br /&gt;
 the collision of &lt;br /&gt;
  with an obstacle&lt;br /&gt;
 , after the death strike by &lt;br /&gt;
 the impalement of &lt;br /&gt;
  on spikes&lt;br /&gt;
 were&lt;br /&gt;
 was&lt;br /&gt;
  reunited with &lt;br /&gt;
 the reunion of &lt;br /&gt;
  abducted &lt;br /&gt;
  was abducted&lt;br /&gt;
 the abduction of &lt;br /&gt;
 gave up being a &lt;br /&gt;
  to become a &lt;br /&gt;
 became a &lt;br /&gt;
 stopped being a &lt;br /&gt;
 lost a hist fig entry&lt;br /&gt;
  in&lt;br /&gt;
  the wilds&lt;br /&gt;
 the career change from &lt;br /&gt;
 the start as a &lt;br /&gt;
 the giving up on being a &lt;br /&gt;
 the loss of a hist fig entry&lt;br /&gt;
 began wandering&lt;br /&gt;
 began scouting&lt;br /&gt;
 began hunting great beasts in&lt;br /&gt;
 settled in&lt;br /&gt;
 decided to become a baby-snatcher, operating out of&lt;br /&gt;
 decided to become a thief, operating out of&lt;br /&gt;
 fled into&lt;br /&gt;
 the area around &lt;br /&gt;
 wandering&lt;br /&gt;
 scouting&lt;br /&gt;
 hunting of great beasts&lt;br /&gt;
 settling&lt;br /&gt;
 baby-snatching&lt;br /&gt;
 thievery&lt;br /&gt;
 flight&lt;br /&gt;
 into the area around&lt;br /&gt;
 into&lt;br /&gt;
 around&lt;br /&gt;
 , based in&lt;br /&gt;
 gave birth to&lt;br /&gt;
 sired&lt;br /&gt;
 married&lt;br /&gt;
 was born to&lt;br /&gt;
 received the worship of&lt;br /&gt;
 became romantically involved with&lt;br /&gt;
 was sired by&lt;br /&gt;
 became the parent of&lt;br /&gt;
 began worshipping&lt;br /&gt;
 stopped being the mother of&lt;br /&gt;
 stopped being the father of&lt;br /&gt;
 divorced&lt;br /&gt;
 stopped being the child of&lt;br /&gt;
 lost the worship of&lt;br /&gt;
 ended the romantic relationship with&lt;br /&gt;
 stopped being the parent of&lt;br /&gt;
 lost faith in&lt;br /&gt;
 entered the priesthood of&lt;br /&gt;
 became a shopkeeper at&lt;br /&gt;
 ruled from&lt;br /&gt;
 started hanging out at&lt;br /&gt;
 took up residence in&lt;br /&gt;
 left the priesthood of&lt;br /&gt;
 stopped shopkeeping at&lt;br /&gt;
 stopped ruling from&lt;br /&gt;
 stopped hanging out at&lt;br /&gt;
 moved out of&lt;br /&gt;
  was enslaved by&lt;br /&gt;
  was imprisoned by&lt;br /&gt;
  became &lt;br /&gt;
 the leader of&lt;br /&gt;
 the high priest of&lt;br /&gt;
 the mayor of&lt;br /&gt;
 a guard of&lt;br /&gt;
 a royal guard of&lt;br /&gt;
 a mercenary for&lt;br /&gt;
 an enemy of&lt;br /&gt;
 a criminal in the eyes of&lt;br /&gt;
 a member of&lt;br /&gt;
 a former member of&lt;br /&gt;
 a former mercenary of&lt;br /&gt;
 the manager of&lt;br /&gt;
 the record keeper of&lt;br /&gt;
 the broker of&lt;br /&gt;
 the sheriff of&lt;br /&gt;
 the guard captain of&lt;br /&gt;
 part of the merchant nobility of&lt;br /&gt;
 the outpost liaison for&lt;br /&gt;
 a diplomat of&lt;br /&gt;
 a former slave of&lt;br /&gt;
 a former prisoner of&lt;br /&gt;
 ceased to lead&lt;br /&gt;
 ceased to be the high priest of&lt;br /&gt;
 ceased to be mayor of&lt;br /&gt;
 left the guard of&lt;br /&gt;
 left the royal guard of&lt;br /&gt;
 left the service of&lt;br /&gt;
 made peace with&lt;br /&gt;
 was brought to the justice of&lt;br /&gt;
 left&lt;br /&gt;
 stopped managing&lt;br /&gt;
 stopped keeping records for&lt;br /&gt;
 stopped brokering for&lt;br /&gt;
 stopped working as the sheriff of&lt;br /&gt;
 stopped working as the guard captain of&lt;br /&gt;
 left the merchant nobility of&lt;br /&gt;
 ceased to be the outpost liaison for&lt;br /&gt;
 stopped working as a diplomat for&lt;br /&gt;
 escaped from the slavery of&lt;br /&gt;
 escaped from the prisons of&lt;br /&gt;
 the status of&lt;br /&gt;
 the marriage of&lt;br /&gt;
 the belief of&lt;br /&gt;
 the romantic relationship between&lt;br /&gt;
 as the child of&lt;br /&gt;
 and&lt;br /&gt;
 as the parent of&lt;br /&gt;
 the termination of&lt;br /&gt;
 the divorce of&lt;br /&gt;
 the loss of faith of&lt;br /&gt;
 the end of the romantic relationship between&lt;br /&gt;
 the priesthood membership of&lt;br /&gt;
 the shopkeeping of&lt;br /&gt;
 the seat of power of&lt;br /&gt;
 the hanging-out of&lt;br /&gt;
 the residence of&lt;br /&gt;
 at&lt;br /&gt;
 the departure of&lt;br /&gt;
 the close of business of&lt;br /&gt;
 the removal of the seat of power of&lt;br /&gt;
 the stoppage of hanging-out of&lt;br /&gt;
 the moving out of&lt;br /&gt;
 from&lt;br /&gt;
 from the priesthood of&lt;br /&gt;
 the ascension&lt;br /&gt;
 the selection&lt;br /&gt;
 the election&lt;br /&gt;
 the joining&lt;br /&gt;
 the entry&lt;br /&gt;
 the rise&lt;br /&gt;
 the crimes&lt;br /&gt;
 the acceptance&lt;br /&gt;
 the status&lt;br /&gt;
 the appointment&lt;br /&gt;
 the enslavement&lt;br /&gt;
 the imprisonment&lt;br /&gt;
 to leadership of&lt;br /&gt;
 to the position of mayor of&lt;br /&gt;
 with the royal guards of&lt;br /&gt;
 into the mercenary service of&lt;br /&gt;
 as an enemy of&lt;br /&gt;
 in the eyes of&lt;br /&gt;
 as a member of&lt;br /&gt;
 as a former member of&lt;br /&gt;
 as a former mercenary of&lt;br /&gt;
 as a former slave of&lt;br /&gt;
 as a former prisoner of&lt;br /&gt;
 as the manager of&lt;br /&gt;
 as the record keeper of&lt;br /&gt;
 as the broker of&lt;br /&gt;
 as the sheriff of&lt;br /&gt;
 as the guard captain of&lt;br /&gt;
 to the merchant nobility of&lt;br /&gt;
 as the outpost liaison for&lt;br /&gt;
 as a diplomat of&lt;br /&gt;
 by&lt;br /&gt;
 the fall of&lt;br /&gt;
 the peace-making of&lt;br /&gt;
 the resolution of criminal matters between&lt;br /&gt;
 the end of the membership of&lt;br /&gt;
 the end of the former membership of&lt;br /&gt;
 the end of the former mercenary status of&lt;br /&gt;
 the end of the former enslavement of&lt;br /&gt;
 the end of the former imprisonment of&lt;br /&gt;
 the removal of&lt;br /&gt;
 the escape of&lt;br /&gt;
 from leadership of&lt;br /&gt;
 from the mayoral position of&lt;br /&gt;
 from the guard of&lt;br /&gt;
 from the royal guard of&lt;br /&gt;
 from the mercenary service of&lt;br /&gt;
 with&lt;br /&gt;
 from the merchant nobility of&lt;br /&gt;
 from the slavery of&lt;br /&gt;
 from the prisons of&lt;br /&gt;
  made contact with &lt;br /&gt;
 the first contact of &lt;br /&gt;
  rejected contact with &lt;br /&gt;
 the rejection of contact by &lt;br /&gt;
  between &lt;br /&gt;
  concluded&lt;br /&gt;
 , cementing bonds of mutual trust&lt;br /&gt;
  with a positive outcome&lt;br /&gt;
  fairly&lt;br /&gt;
  in an unsatisfactory fashion&lt;br /&gt;
  in failure&lt;br /&gt;
  with miserable outcome&lt;br /&gt;
 the brilliant&lt;br /&gt;
 the positive&lt;br /&gt;
 the fair conclusion&lt;br /&gt;
 the unsatisfactory conclusion&lt;br /&gt;
 the failure&lt;br /&gt;
 the miserable failure&lt;br /&gt;
  proposed by &lt;br /&gt;
  was rejected by &lt;br /&gt;
 the rejection of &lt;br /&gt;
  was accepted by &lt;br /&gt;
 the acceptance of &lt;br /&gt;
  accepted an offer of peace from &lt;br /&gt;
 the acceptance of an offer of peace from &lt;br /&gt;
  rejected an offer of peace from &lt;br /&gt;
 the rejection of an offer of peace from &lt;br /&gt;
 the bodies&lt;br /&gt;
 the body&lt;br /&gt;
 impaled on &lt;br /&gt;
 added to a grisly mound&lt;br /&gt;
 added to a grotesque pillar&lt;br /&gt;
 added to a gruesome sculpture&lt;br /&gt;
 flayed and the skin stretched over &lt;br /&gt;
 hung from a &lt;br /&gt;
 horribly mutilated&lt;br /&gt;
  on behalf of &lt;br /&gt;
 impalement on &lt;br /&gt;
  of&lt;br /&gt;
 construction of a grisly mound from&lt;br /&gt;
 construction of a grotesque pillar from&lt;br /&gt;
 construction of a gruesome sculpture from&lt;br /&gt;
 the display on &lt;br /&gt;
  of the skins of&lt;br /&gt;
 hanging from a &lt;br /&gt;
 horrible mutilation of&lt;br /&gt;
  lost a diplomat at &lt;br /&gt;
 They suspected the involvement of &lt;br /&gt;
 the loss of a diplomat of &lt;br /&gt;
  with the possible involvment of &lt;br /&gt;
  voided all agreements with &lt;br /&gt;
 the voiding of agreements with &lt;br /&gt;
 , merchants from &lt;br /&gt;
  visited &lt;br /&gt;
  and were never heard from again&lt;br /&gt;
  and suffered great hardships&lt;br /&gt;
 .  They reported a seizure of goods&lt;br /&gt;
 .  They reported irregularities with their goods&lt;br /&gt;
 .  They were greatly offended by the locals&lt;br /&gt;
 ill-fated&lt;br /&gt;
 tragic&lt;br /&gt;
 terrible&lt;br /&gt;
 costly&lt;br /&gt;
 unfortunate&lt;br /&gt;
  visit of merchants from &lt;br /&gt;
  was hidden in &lt;br /&gt;
 the concealment of &lt;br /&gt;
  was claimed in &lt;br /&gt;
 the acquisition of &lt;br /&gt;
  was created in &lt;br /&gt;
 the creation of &lt;br /&gt;
  was lost in &lt;br /&gt;
 the disappearance of &lt;br /&gt;
  was found in &lt;br /&gt;
 the discovery of &lt;br /&gt;
  was stolen&lt;br /&gt;
  and brought to &lt;br /&gt;
 the theft of &lt;br /&gt;
  was recovered by &lt;br /&gt;
 the recovery of &lt;br /&gt;
  was dropped by &lt;br /&gt;
 the discardment of &lt;br /&gt;
  was encased in adamantine deep within &lt;br /&gt;
 the imprisonment of &lt;br /&gt;
  in adamantine deep within &lt;br /&gt;
  was released by careless miners in the deepest recesses of &lt;br /&gt;
 the release of &lt;br /&gt;
  by careless miners in the deepest recesses of &lt;br /&gt;
  is a &lt;br /&gt;
  was a &lt;br /&gt;
  that occurs in the myths of &lt;br /&gt;
 force&lt;br /&gt;
  which permeates &lt;br /&gt;
  which was said to permeate &lt;br /&gt;
  born in &lt;br /&gt;
 The identity of &lt;br /&gt;
  mother has been lost to time&lt;br /&gt;
  father has been lost to time&lt;br /&gt;
  parent has been lost to time&lt;br /&gt;
  of unknown parentage&lt;br /&gt;
  is the &lt;br /&gt;
  was the &lt;br /&gt;
  has been lost to time&lt;br /&gt;
  the first of &lt;br /&gt;
  one of the first of &lt;br /&gt;
  the only one of &lt;br /&gt;
  one of the only ones of &lt;br /&gt;
  kind&lt;br /&gt;
 Although accounts vary, it is universally agreed that &lt;br /&gt;
 guided by forces unknown.  &lt;br /&gt;
  most often takes the form of a &lt;br /&gt;
  was most often depicted as a &lt;br /&gt;
 rotting &lt;br /&gt;
 associated with &lt;br /&gt;
 [B]&lt;br /&gt;
 a mountain fortress&lt;br /&gt;
 a dark fortress&lt;br /&gt;
 a ruin&lt;br /&gt;
 a cave&lt;br /&gt;
 a forest retreat&lt;br /&gt;
 a town&lt;br /&gt;
  was a legendary &lt;br /&gt;
  could be found within &lt;br /&gt;
  civilization of &lt;br /&gt;
  religion of &lt;br /&gt;
  group from &lt;br /&gt;
  centered around the worship of various beings&lt;br /&gt;
  centered around the worship of &lt;br /&gt;
 , a force&lt;br /&gt;
 [C:3:0:1]Related Historical Figures[C:7:0:0][B]&lt;br /&gt;
 object of &lt;br /&gt;
 ardent &lt;br /&gt;
 faithful &lt;br /&gt;
 casual &lt;br /&gt;
 dubious &lt;br /&gt;
 worship&lt;br /&gt;
 lover&lt;br /&gt;
 [R]&lt;br /&gt;
 [C:1:0:1]Related Entities[C:7:0:0][B]&lt;br /&gt;
 leader&lt;br /&gt;
 mayor&lt;br /&gt;
 guard&lt;br /&gt;
 royal guard&lt;br /&gt;
 mercenary&lt;br /&gt;
 former mercenary&lt;br /&gt;
 enemy&lt;br /&gt;
 criminal&lt;br /&gt;
 member&lt;br /&gt;
 former member&lt;br /&gt;
 manager&lt;br /&gt;
 bookkeeper&lt;br /&gt;
 broker&lt;br /&gt;
 sheriff&lt;br /&gt;
 guard captain&lt;br /&gt;
 merchant nobility&lt;br /&gt;
 outpost liaison&lt;br /&gt;
 diplomat&lt;br /&gt;
 high priest&lt;br /&gt;
 slave&lt;br /&gt;
 former slave&lt;br /&gt;
 prisoner&lt;br /&gt;
 former prisoner&lt;br /&gt;
 )[R]&lt;br /&gt;
 [C:6:0:1]Related Sites[C:7:0:0][B]&lt;br /&gt;
 shopkeeper&lt;br /&gt;
 seat of power&lt;br /&gt;
 hangout&lt;br /&gt;
 home&lt;br /&gt;
 priest&lt;br /&gt;
 late &lt;br /&gt;
 early &lt;br /&gt;
 mid&lt;br /&gt;
 spring&lt;br /&gt;
 summer&lt;br /&gt;
 autumn&lt;br /&gt;
 winter&lt;br /&gt;
 a time before time&lt;br /&gt;
 an unknown civiliation&lt;br /&gt;
 me&lt;br /&gt;
 my&lt;br /&gt;
 myself&lt;br /&gt;
 I&lt;br /&gt;
 an unknown creature&lt;br /&gt;
 an unknown site&lt;br /&gt;
 a road&lt;br /&gt;
 a tunnel&lt;br /&gt;
 a bridge&lt;br /&gt;
 a wall&lt;br /&gt;
 an unknown construction&lt;br /&gt;
 an unknown store&lt;br /&gt;
 a hovel&lt;br /&gt;
 an apartment complex&lt;br /&gt;
 an apartment&lt;br /&gt;
 a dark tower&lt;br /&gt;
 an unknown building&lt;br /&gt;
 an unknown artifact&lt;br /&gt;
 an unknown region&lt;br /&gt;
 a peace agreement&lt;br /&gt;
 a lumber agreement&lt;br /&gt;
 a trade agreement&lt;br /&gt;
 a vague agreement&lt;br /&gt;
 Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  &lt;br /&gt;
 Its nature is still an intriguing puzzle to the learned.  &lt;br /&gt;
 It is still shrouded in mystery.  &lt;br /&gt;
 Many facts are still unclear to historians.  &lt;br /&gt;
 A few issues still trouble scholars, but the picture is fairly clear.  &lt;br /&gt;
 HF_LINK&lt;br /&gt;
 RANDOM_DEF_SPHERE&lt;br /&gt;
 some vague concept&lt;br /&gt;
 Age of Three Powers&lt;br /&gt;
 Age of &lt;br /&gt;
 Two &lt;br /&gt;
 Two Powers&lt;br /&gt;
 Age of the &lt;br /&gt;
  Age&lt;br /&gt;
 Age of One Power&lt;br /&gt;
 Age of Myth&lt;br /&gt;
 Age of Legends&lt;br /&gt;
 Twilight Age&lt;br /&gt;
 Age of Fairy Tales&lt;br /&gt;
 Age of Heroes&lt;br /&gt;
 Golden Age&lt;br /&gt;
 Age of Death&lt;br /&gt;
 Age of Civilization&lt;br /&gt;
 Age of Emptiness&lt;br /&gt;
 The world has passed into &lt;br /&gt;
 Unknown Age&lt;br /&gt;
 [C:4:0:1]&lt;br /&gt;
  Notable Kill&lt;br /&gt;
 [C:7:0:0][B]&lt;br /&gt;
  Kill&lt;br /&gt;
 Unknown creature in &lt;br /&gt;
 Unknown creature[R]&lt;br /&gt;
  Other Kill&lt;br /&gt;
  in the wilds&lt;br /&gt;
 Duel of &lt;br /&gt;
 Pillaging&lt;br /&gt;
 Conquest&lt;br /&gt;
 Destruction&lt;br /&gt;
 Attempted &lt;br /&gt;
 Abduction&lt;br /&gt;
  in the Wilds&lt;br /&gt;
 Theft&lt;br /&gt;
 Monster&lt;br /&gt;
 Rampage&lt;br /&gt;
 the Wilds&lt;br /&gt;
&lt;br /&gt;
 Set Building/Item Properties&lt;br /&gt;
 Set Traffic Areas&lt;br /&gt;
 Select&lt;br /&gt;
 Deselect&lt;br /&gt;
 Select all&lt;br /&gt;
 Deselect All&lt;br /&gt;
 Leave screen&lt;br /&gt;
 Leave text entry screen&lt;br /&gt;
 Leave all screens&lt;br /&gt;
 Close mega announcement&lt;br /&gt;
 Toggle Fullscreen&lt;br /&gt;
 World Param: Add&lt;br /&gt;
 World Param: Copy&lt;br /&gt;
 World Param: Delete&lt;br /&gt;
 World Param: Title&lt;br /&gt;
 World Param: Name, Random&lt;br /&gt;
 World Param: Name, Enter&lt;br /&gt;
 World Param: Seed, Random&lt;br /&gt;
 World Param: Seed, Enter&lt;br /&gt;
 World Param: Load&lt;br /&gt;
 World Param: Save&lt;br /&gt;
 World Param: Dim X, Up&lt;br /&gt;
 World Param: Dim X, Down&lt;br /&gt;
 World Param: Dim Y, Up&lt;br /&gt;
 World Param: Dim Y, Down&lt;br /&gt;
 World Param: Enter Advanced Parameters&lt;br /&gt;
 World Param: Increase Parameter&lt;br /&gt;
 World Param: Decrease Parameter&lt;br /&gt;
 World Param: Enter Value&lt;br /&gt;
 World Param: Nullify Parameter&lt;br /&gt;
 World Param: Set Presets&lt;br /&gt;
 World Param: Reject, Continue&lt;br /&gt;
 World Param: Reject, Abort&lt;br /&gt;
 World Param: Reject, Allow This&lt;br /&gt;
 World Param: Reject, Allow All&lt;br /&gt;
 World Generation: Continue&lt;br /&gt;
 World Generation: Use&lt;br /&gt;
 World Generation: Abort&lt;br /&gt;
 Setup game: Embark&lt;br /&gt;
 Setup game: Name Fort&lt;br /&gt;
 Setup game: Name Group&lt;br /&gt;
 Setup game: Reclaim&lt;br /&gt;
 Setup game: Find&lt;br /&gt;
 Setup game: Notes&lt;br /&gt;
 Setup game: Notes, New Note&lt;br /&gt;
 Setup game: Notes, Delete Note&lt;br /&gt;
 Setup game: Notes, Change Symbol Selection&lt;br /&gt;
 Setup game: Notes, Adopt Symbol&lt;br /&gt;
 Setup game: Resize Local Y Up&lt;br /&gt;
 Setup game: Resize Local Y Down&lt;br /&gt;
 Setup game: Resize Local X Up&lt;br /&gt;
 Setup game: Resize Local X Down&lt;br /&gt;
 Setup game: Move Local Y Up&lt;br /&gt;
 Setup game: Move Local Y Down&lt;br /&gt;
 Setup game: Move Local X Up&lt;br /&gt;
 Setup game: Move Local X Down&lt;br /&gt;
 Setup game: View Biome 1&lt;br /&gt;
 Setup game: View Biome 2&lt;br /&gt;
 Setup game: View Biome 3&lt;br /&gt;
 Setup game: View Biome 4&lt;br /&gt;
 Setup game: View Biome 5&lt;br /&gt;
 Setup game: View Biome 6&lt;br /&gt;
 Setup game: View Biome 7&lt;br /&gt;
 Setup game: View Biome 8&lt;br /&gt;
 Setup game: View Biome 9&lt;br /&gt;
 Choose name: Random&lt;br /&gt;
 Choose name: Clear&lt;br /&gt;
 Choose name: Type&lt;br /&gt;
 View item: Description&lt;br /&gt;
 View item: Forbid&lt;br /&gt;
 View item: Melt&lt;br /&gt;
 View item: Dump&lt;br /&gt;
 View item: Hide&lt;br /&gt;
 Main menu&lt;br /&gt;
 Options, Export Local Image&lt;br /&gt;
 Help&lt;br /&gt;
 Movies&lt;br /&gt;
 Change tab or highlight selection&lt;br /&gt;
 Move selector up&lt;br /&gt;
 Move selector down&lt;br /&gt;
 Move selector left&lt;br /&gt;
 Move selector right&lt;br /&gt;
 Page selector up&lt;br /&gt;
 Page selector down&lt;br /&gt;
 Move secondary selector up&lt;br /&gt;
 Move secondary selector down&lt;br /&gt;
 Page secondary selector up&lt;br /&gt;
 Page secondary selector down&lt;br /&gt;
 Move view/cursor up&lt;br /&gt;
 Move view/cursor down&lt;br /&gt;
 Move view/cursor left&lt;br /&gt;
 Move view/cursor right&lt;br /&gt;
 Move view/cursor up and left&lt;br /&gt;
 Move view/cursor up and right&lt;br /&gt;
 Move view/cursor down and left&lt;br /&gt;
 Move view/cursor down and right&lt;br /&gt;
 Move view/cursor up, fast&lt;br /&gt;
 Move view/cursor down, fast&lt;br /&gt;
 Move view/cursor left, fast&lt;br /&gt;
 Move view/cursor right, fast&lt;br /&gt;
 Move view/cursor up and left, fast&lt;br /&gt;
 Move view/cursor up and right, fast&lt;br /&gt;
 Move view/cursor down and left, fast&lt;br /&gt;
 Move view/cursor down and right, fast&lt;br /&gt;
 Move view/cursor up (z)&lt;br /&gt;
 Move view/cursor down (z)&lt;br /&gt;
 Move view/cursor up (z), aux&lt;br /&gt;
 Move view/cursor down (z), aux&lt;br /&gt;
 Adventure: move north&lt;br /&gt;
 Adventure: move south&lt;br /&gt;
 Adventure: move east&lt;br /&gt;
 Adventure: move west&lt;br /&gt;
 Adventure: move northwest&lt;br /&gt;
 Adventure: move northeast&lt;br /&gt;
 Adventure: move southwest&lt;br /&gt;
 Adventure: move southeast&lt;br /&gt;
 Adventure: move wait&lt;br /&gt;
 Adventure: careful move north up/down&lt;br /&gt;
 Adventure: careful move south up/down&lt;br /&gt;
 Adventure: careful move east up/down&lt;br /&gt;
 Adventure: careful move west up/down&lt;br /&gt;
 Adventure: careful move northwest up/down&lt;br /&gt;
 Adventure: careful move northeast up/down&lt;br /&gt;
 Adventure: careful move southwest up/down&lt;br /&gt;
 Adventure: careful move southeast up/down&lt;br /&gt;
 Adventure: careful move up/down&lt;br /&gt;
 Adventure: move north/up&lt;br /&gt;
 Adventure: move south/up&lt;br /&gt;
 Adventure: move east/up&lt;br /&gt;
 Adventure: move west/up&lt;br /&gt;
 Adventure: move northwest/up&lt;br /&gt;
 Adventure: move northeast/up&lt;br /&gt;
 Adventure: move southwest/up&lt;br /&gt;
 Adventure: move southeast/up&lt;br /&gt;
 Adventure: move up&lt;br /&gt;
 Adventure: move north/down&lt;br /&gt;
 Adventure: move south/down&lt;br /&gt;
 Adventure: move east/down&lt;br /&gt;
 Adventure: move west/down&lt;br /&gt;
 Adventure: move northwest/down&lt;br /&gt;
 Adventure: move northeast/down&lt;br /&gt;
 Adventure: move southwest/down&lt;br /&gt;
 Adventure: move southeast/down&lt;br /&gt;
 Adventure: move down&lt;br /&gt;
 Adventure: move up, aux&lt;br /&gt;
 Adventure: move down, aux&lt;br /&gt;
 World Gen: Export Map&lt;br /&gt;
 Legends: Export Map&lt;br /&gt;
 Legends: Export Detailed Map&lt;br /&gt;
 Legends: Civ/Site&lt;br /&gt;
 Legends: String filter&lt;br /&gt;
 Adventure: Combat, Attack Mode&lt;br /&gt;
 Adventure: Combat, Dodge Mode&lt;br /&gt;
 Adventure: Combat, Charge Defend Mode&lt;br /&gt;
 Adventure: Status&lt;br /&gt;
 Adventure: Status, Close Combat&lt;br /&gt;
 Adventure: Status, Customize&lt;br /&gt;
 Adventure: Status, Kills&lt;br /&gt;
 Unit View, Customize&lt;br /&gt;
 Unit View, Relationships&lt;br /&gt;
 Unit View, Relationships, Zoom&lt;br /&gt;
 Unit View, Relationships, View&lt;br /&gt;
 Unit View, Kills&lt;br /&gt;
 Customize Unit, Nickname&lt;br /&gt;
 Customize Unit, Profession&lt;br /&gt;
 Adventure: Sleep&lt;br /&gt;
 Adventure: Wait&lt;br /&gt;
 Adventure: Attack&lt;br /&gt;
 Adventure: Look&lt;br /&gt;
 Adventure: Search&lt;br /&gt;
 Adventure: Talk&lt;br /&gt;
 Adventure: Inv. Interact&lt;br /&gt;
 Adventure: Inv. Look&lt;br /&gt;
 Adventure: Inv. Remove&lt;br /&gt;
 Adventure: Inv. Wear&lt;br /&gt;
 Adventure: Inv. Eat/Drink&lt;br /&gt;
 Adventure: Inv. Put In&lt;br /&gt;
 Adventure: Inv. Drop&lt;br /&gt;
 Adventure: Get/Ground&lt;br /&gt;
 Adventure: Throw&lt;br /&gt;
 Adventure: Fire&lt;br /&gt;
 Adventure: Announcements&lt;br /&gt;
 Adventure: Combat Options&lt;br /&gt;
 Adventure: Movement Options&lt;br /&gt;
 Adventure: Movement Options, Swim&lt;br /&gt;
 Adventure: Sneak&lt;br /&gt;
 Adventure: Center&lt;br /&gt;
 Adventure: Building Interact&lt;br /&gt;
 Adventure: Travel&lt;br /&gt;
 Adventure: Get Date&lt;br /&gt;
 Adventure: Get Weather&lt;br /&gt;
 Adventure: Get Temperature&lt;br /&gt;
 Adventure: Change Stance&lt;br /&gt;
 Adventure: Option 1&lt;br /&gt;
 Adventure: Option 2&lt;br /&gt;
 Adventure: Option 3&lt;br /&gt;
 Adventure: Option 4&lt;br /&gt;
 Adventure: Option 5&lt;br /&gt;
 Adventure: Option 6&lt;br /&gt;
 Adventure: Option 7&lt;br /&gt;
 Adventure: Option 8&lt;br /&gt;
 Adventure: Option 9&lt;br /&gt;
 Adventure: Option 10&lt;br /&gt;
 Adventure: Option 11&lt;br /&gt;
 Adventure: Option 12&lt;br /&gt;
 Adventure: Option 13&lt;br /&gt;
 Adventure: Option 14&lt;br /&gt;
 Adventure: Option 15&lt;br /&gt;
 Adventure: Option 16&lt;br /&gt;
 Adventure: Option 17&lt;br /&gt;
 Adventure: Option 18&lt;br /&gt;
 Adventure: Option 19&lt;br /&gt;
 Adventure: Option 20&lt;br /&gt;
 Hotkey: Make Ash&lt;br /&gt;
 Hotkey: Make Charcoal&lt;br /&gt;
 Hotkey: Melt Object&lt;br /&gt;
 Hotkey: Green Glass&lt;br /&gt;
 Hotkey: Clear Glass&lt;br /&gt;
 Hotkey: Crystal Glass&lt;br /&gt;
 Hotkey: Collect Sand&lt;br /&gt;
 Hotkey: Raw Glass&lt;br /&gt;
 Hotkey: Glass Armorstand&lt;br /&gt;
 Hotkey: Glass Box&lt;br /&gt;
 Hotkey: Glass Cabinet&lt;br /&gt;
 Hotkey: Glass Coffin&lt;br /&gt;
 Hotkey: Glass Floodgate&lt;br /&gt;
 Hotkey: Glass Hatch Cover&lt;br /&gt;
 Hotkey: Glass Grate&lt;br /&gt;
 Hotkey: Glass Goblet&lt;br /&gt;
 Hotkey: Glass Toy&lt;br /&gt;
 Hotkey: Glass Instrument&lt;br /&gt;
 Hotkey: Glass Portal&lt;br /&gt;
 Hotkey: Glass Statue&lt;br /&gt;
 Hotkey: Glass Table&lt;br /&gt;
 Hotkey: Glass Cage&lt;br /&gt;
 Hotkey: Glass Chair&lt;br /&gt;
 Hotkey: Glass Blocks&lt;br /&gt;
 Hotkey: Glass Vial&lt;br /&gt;
 Hotkey: Glass Weaponrack&lt;br /&gt;
 Hotkey: Glass Window&lt;br /&gt;
 Hotkey: Make Pearlash&lt;br /&gt;
 Hotkey: Ashery, Lye&lt;br /&gt;
 Hotkey: Ashery, Potash (Lye)&lt;br /&gt;
 Hotkey: Ashery, Potash (Ash)&lt;br /&gt;
 Hotkey: Carpenter, Barrel&lt;br /&gt;
 Hotkey: Carpenter, Blocks&lt;br /&gt;
 Hotkey: Carpenter, Bucket&lt;br /&gt;
 Hotkey: Carpenter, Animal Trap&lt;br /&gt;
 Hotkey: Carpenter, Cage&lt;br /&gt;
 Hotkey: Carpenter, Armorstand&lt;br /&gt;
 Hotkey: Carpenter, Bed&lt;br /&gt;
 Hotkey: Carpenter, Chair&lt;br /&gt;
 Hotkey: Carpenter, Coffin&lt;br /&gt;
 Hotkey: Carpenter, Door&lt;br /&gt;
 Hotkey: Carpenter, Floodgate&lt;br /&gt;
 Hotkey: Carpenter, Hatch Cover&lt;br /&gt;
 Hotkey: Carpenter, Grate&lt;br /&gt;
 Hotkey: Carpenter, Cabinet&lt;br /&gt;
 Hotkey: Carpenter, Bin&lt;br /&gt;
 Hotkey: Carpenter, Box&lt;br /&gt;
 Hotkey: Carpenter, Weaponrack&lt;br /&gt;
 Hotkey: Carpenter, Table&lt;br /&gt;
 Hotkey: Siege Shop, Ballista&lt;br /&gt;
 Hotkey: Siege Shop, Catapult&lt;br /&gt;
 Hotkey: Leather, Bag&lt;br /&gt;
 Hotkey: Leather, Flask&lt;br /&gt;
 Hotkey: Leather, Shirt&lt;br /&gt;
 Hotkey: Leather, Cloak&lt;br /&gt;
 Hotkey: Leather, Backpack&lt;br /&gt;
 Hotkey: Leather, Quiver&lt;br /&gt;
 Hotkey: Leather, Image&lt;br /&gt;
 Hotkey: Clothes, Cloth&lt;br /&gt;
 Hotkey: Clothes, Silk&lt;br /&gt;
 Hotkey: Clothes, Shirt&lt;br /&gt;
 Hotkey: Clothes, Cloak&lt;br /&gt;
 Hotkey: Clothes, Box&lt;br /&gt;
 Hotkey: Clothes, Rope&lt;br /&gt;
 Hotkey: Clothes, Image&lt;br /&gt;
 Hotkey: Crafts, Mat Stone&lt;br /&gt;
 Hotkey: Crafts, Mat Wood&lt;br /&gt;
 Hotkey: Crafts, Dec Bone&lt;br /&gt;
 Hotkey: Crafts, Dec Shell&lt;br /&gt;
 Hotkey: Crafts, Totem&lt;br /&gt;
 Hotkey: Crafts, Cloth&lt;br /&gt;
 Hotkey: Crafts, Silk&lt;br /&gt;
 Hotkey: Crafts, Shell&lt;br /&gt;
 Hotkey: Crafts, Bone&lt;br /&gt;
 Hotkey: Crafts, Leather&lt;br /&gt;
 Hotkey: Crafts, Mat Crafts&lt;br /&gt;
 Hotkey: Crafts, Mat Goblet&lt;br /&gt;
 Hotkey: Crafts, Mat Instrument&lt;br /&gt;
 Hotkey: Crafts, Mat Toy&lt;br /&gt;
 Hotkey: Forge, Weapon&lt;br /&gt;
 Hotkey: Forge, Armor&lt;br /&gt;
 Hotkey: Forge, Furniture&lt;br /&gt;
 Hotkey: Forge, Siege&lt;br /&gt;
 Hotkey: Forge, Trap&lt;br /&gt;
 Hotkey: Forge, Other&lt;br /&gt;
 Hotkey: Forge, Metal Clothing&lt;br /&gt;
 Hotkey: Building, Armorstand&lt;br /&gt;
 Hotkey: Building, Bed&lt;br /&gt;
 Hotkey: Building, Chair&lt;br /&gt;
 Hotkey: Building, Coffin&lt;br /&gt;
 Hotkey: Building, Door&lt;br /&gt;
 Hotkey: Building, Floodgate&lt;br /&gt;
 Hotkey: Building, Hatch&lt;br /&gt;
 Hotkey: Building, Wall Grate&lt;br /&gt;
 Hotkey: Building, Floor Grate&lt;br /&gt;
 Hotkey: Building, Vertical Bars&lt;br /&gt;
 Hotkey: Building, Floor Bars&lt;br /&gt;
 Hotkey: Building, Cabinet&lt;br /&gt;
 Hotkey: Building, Chest&lt;br /&gt;
 Hotkey: Building, Kennel&lt;br /&gt;
 Hotkey: Building, Farm Plot&lt;br /&gt;
 Hotkey: Building, Weaponrack&lt;br /&gt;
 Hotkey: Building, Statue&lt;br /&gt;
 Hotkey: Building, Table&lt;br /&gt;
 Hotkey: Building, Dirt Road&lt;br /&gt;
 Hotkey: Building, Paved Road&lt;br /&gt;
 Hotkey: Building, Bridge&lt;br /&gt;
 Hotkey: Building, Well&lt;br /&gt;
 Hotkey: Building, Siege&lt;br /&gt;
 Hotkey: Building, Workshop&lt;br /&gt;
 Hotkey: Building, Furnace&lt;br /&gt;
 Hotkey: Building, Glass Window&lt;br /&gt;
 Hotkey: Building, Gem Window&lt;br /&gt;
 Hotkey: Building, Shop&lt;br /&gt;
 Hotkey: Building, Animal Trap&lt;br /&gt;
 Hotkey: Building, Chain&lt;br /&gt;
 Hotkey: Building, Cage&lt;br /&gt;
 Hotkey: Building, Trade Depot&lt;br /&gt;
 Hotkey: Building, Trap&lt;br /&gt;
 Hotkey: Building, Machine Component&lt;br /&gt;
 Hotkey: Building, Support&lt;br /&gt;
 Hotkey: Building, Archery Target&lt;br /&gt;
 Hotkey: Building, Machine Component, Screw Pump&lt;br /&gt;
 Hotkey: Building, Machine Component, Water Wheel&lt;br /&gt;
 Hotkey: Building, Machine Component, Windmill&lt;br /&gt;
 Hotkey: Building, Machine Component, Gear Assembly&lt;br /&gt;
 Hotkey: Building, Machine Component, Horizontal Axle&lt;br /&gt;
 Hotkey: Building, Machine Component, Vertical Axle&lt;br /&gt;
 Hotkey: Building, Siege, Ballista&lt;br /&gt;
 Hotkey: Building, Siege, Catapult&lt;br /&gt;
 Hotkey: Building, Trap, Stone&lt;br /&gt;
 Hotkey: Building, Trap, Weapon&lt;br /&gt;
 Hotkey: Building, Trap, Lever&lt;br /&gt;
 Hotkey: Building, Trap, Trigger&lt;br /&gt;
 Hotkey: Building, Trap, Cage&lt;br /&gt;
 Hotkey: Building, Trap, Upright Spear/Spike&lt;br /&gt;
 Hotkey: Building, Wall/Floor/Stairs&lt;br /&gt;
 Hotkey: Building, Construction, Fortification&lt;br /&gt;
 Hotkey: Building, Construction, Wall&lt;br /&gt;
 Hotkey: Building, Construction, Floor&lt;br /&gt;
 Hotkey: Building, Construction, Ramp&lt;br /&gt;
 Hotkey: Building, Construction, Upward Stair&lt;br /&gt;
 Hotkey: Building, Construction, Downward Stair&lt;br /&gt;
 Hotkey: Building, Construction, Up/Down Stair&lt;br /&gt;
 Hotkey: Building, Wksp, Leather&lt;br /&gt;
 Hotkey: Building, Wksp, Quern&lt;br /&gt;
 Hotkey: Building, Wksp, Millstone&lt;br /&gt;
 Hotkey: Building, Wksp, Loom&lt;br /&gt;
 Hotkey: Building, Wksp, Clothes&lt;br /&gt;
 Hotkey: Building, Wksp, Bowyer&lt;br /&gt;
 Hotkey: Building, Wksp, Carpenter&lt;br /&gt;
 Hotkey: Building, Wksp, Metalsmith&lt;br /&gt;
 Hotkey: Building, Wksp, Lavamill&lt;br /&gt;
 Hotkey: Building, Wksp, Jeweler&lt;br /&gt;
 Hotkey: Building, Wksp, Mason&lt;br /&gt;
 Hotkey: Building, Wksp, Butcher&lt;br /&gt;
 Hotkey: Building, Wksp, Tanner&lt;br /&gt;
 Hotkey: Building, Wksp, Dyer&lt;br /&gt;
 Hotkey: Building, Wksp, Craftsman&lt;br /&gt;
 Hotkey: Building, Wksp, Siege&lt;br /&gt;
 Hotkey: Building, Wksp, Mechanic&lt;br /&gt;
 Hotkey: Building, Wksp, Still&lt;br /&gt;
 Hotkey: Building, Wksp, Farmer&lt;br /&gt;
 Hotkey: Building, Wksp, Kitchen&lt;br /&gt;
 Hotkey: Building, Wksp, Fishery&lt;br /&gt;
 Hotkey: Building, Wksp, Lab&lt;br /&gt;
 Hotkey: Building, Wksp, Ashery&lt;br /&gt;
 Hotkey: Building, Furn, Wood&lt;br /&gt;
 Hotkey: Building, Furn, Smelter&lt;br /&gt;
 Hotkey: Building, Furn, Glass&lt;br /&gt;
 Hotkey: Building, Furn, Kiln&lt;br /&gt;
 Main: One-Step&lt;br /&gt;
 Main: Pause/Resume&lt;br /&gt;
 Depot Access&lt;br /&gt;
 Main: Hot Keys&lt;br /&gt;
 Main: Hot Key 1&lt;br /&gt;
 Main: Hot Key 2&lt;br /&gt;
 Main: Hot Key 3&lt;br /&gt;
 Main: Hot Key 4&lt;br /&gt;
 Main: Hot Key 5&lt;br /&gt;
 Main: Hot Key 6&lt;br /&gt;
 Main: Hot Key 7&lt;br /&gt;
 Main: Hot Key 8&lt;br /&gt;
 Main: Hot Key 9&lt;br /&gt;
 Main: Hot Key 10&lt;br /&gt;
 Main: Hot Key 11&lt;br /&gt;
 Main: Hot Key 12&lt;br /&gt;
 Main: Hot Key 13&lt;br /&gt;
 Main: Hot Key 14&lt;br /&gt;
 Main: Hot Key 15&lt;br /&gt;
 Main: Hot Key 16&lt;br /&gt;
 Hot Keys: Change Name&lt;br /&gt;
 Hot Keys: Zoom&lt;br /&gt;
 Main: Announcements&lt;br /&gt;
 Main: Place Building&lt;br /&gt;
 Main: Civilizations&lt;br /&gt;
 Main: Designations&lt;br /&gt;
 Main: Artifacts&lt;br /&gt;
 Main: Nobles&lt;br /&gt;
 Main: Standing Orders&lt;br /&gt;
 Main: Military&lt;br /&gt;
 Main: Rooms&lt;br /&gt;
 Building List: Zoom T&lt;br /&gt;
 Building List: Zoom Q&lt;br /&gt;
 Main: Control Squads&lt;br /&gt;
 Main: Stockpiles&lt;br /&gt;
 Main: Activity Zone&lt;br /&gt;
 Main: View Units&lt;br /&gt;
 Main: Job List&lt;br /&gt;
 Main: Unit List&lt;br /&gt;
 Main: Look&lt;br /&gt;
 Main: Note&lt;br /&gt;
 Main: Note, Place&lt;br /&gt;
 Main: Note, Delete&lt;br /&gt;
 Main: Note, Enter Text&lt;br /&gt;
 Main: Note, Adopt Symbol&lt;br /&gt;
 Main: Note, Change Selection&lt;br /&gt;
 Main: Building Jobs&lt;br /&gt;
 Main: Overall Status&lt;br /&gt;
 Main: Building Items&lt;br /&gt;
 Main: Visualize&lt;br /&gt;
 Building Items: Forbid&lt;br /&gt;
 Building Items: Dump&lt;br /&gt;
 Building Items: Melt&lt;br /&gt;
 Building Items: Hide&lt;br /&gt;
 Dwf Look: Forbid&lt;br /&gt;
 Dwf Look: Dump&lt;br /&gt;
 Dwf Look: Melt&lt;br /&gt;
 Dwf Look: Hide&lt;br /&gt;
 Adventure: Creation, Name Entry&lt;br /&gt;
 Adventure: Creation, Customize Name&lt;br /&gt;
 Adventure: Creation, Random Name&lt;br /&gt;
 Adventure: Creation, Change Gender&lt;br /&gt;
 Adventure: Travel, Visit Site&lt;br /&gt;
 Adventure: Travel, Clouds&lt;br /&gt;
 Adventure: Log&lt;br /&gt;
 Adventure: Travel, Log&lt;br /&gt;
 Adventure: Log, Tasks&lt;br /&gt;
 Adventure: Log, Entities&lt;br /&gt;
 Adventure: Log, Sites&lt;br /&gt;
 Adventure: Log, Regions&lt;br /&gt;
 Adventure: Log, Zoom to Current Location&lt;br /&gt;
 Adventure: Log, Zoom to Selected&lt;br /&gt;
 Adventure: Log, Toggle Line&lt;br /&gt;
 Adventure: Log, Toggle Map/Info&lt;br /&gt;
 Orders: Forbid&lt;br /&gt;
 Orders: Forbid Projectiles&lt;br /&gt;
 Orders: Forbid Your Corpse&lt;br /&gt;
 Orders: Forbid Your Items&lt;br /&gt;
 Orders: Forbid Other Corpse&lt;br /&gt;
 Orders: Forbid Other Items&lt;br /&gt;
 Orders: Gather Refuse&lt;br /&gt;
 Orders: Gather Outside&lt;br /&gt;
 Orders: Dump Corpse&lt;br /&gt;
 Orders: Dump Skull&lt;br /&gt;
 Orders: Dump Skin&lt;br /&gt;
 Orders: Dump Bone&lt;br /&gt;
 Orders: Dump Shell&lt;br /&gt;
 Orders: Dump Other&lt;br /&gt;
 Orders: Gather Furniture&lt;br /&gt;
 Orders: Gather Animals&lt;br /&gt;
 Orders: Gather Food&lt;br /&gt;
 Orders: Gather Bodies&lt;br /&gt;
 Orders: Refuse&lt;br /&gt;
 Orders: Gather Stone&lt;br /&gt;
 Orders: Gather Wood&lt;br /&gt;
 Orders: All Harvest&lt;br /&gt;
 Orders: Stay Indoors&lt;br /&gt;
 Orders: Piles Same&lt;br /&gt;
 Orders: Mix Foods&lt;br /&gt;
 Orders: Exceptions&lt;br /&gt;
 Orders: Loom&lt;br /&gt;
 Orders: Dyed Cloth&lt;br /&gt;
 Orders: Workshop&lt;br /&gt;
 Orders: Collect Web&lt;br /&gt;
 Orders: Slaughter&lt;br /&gt;
 Orders: Butcher&lt;br /&gt;
 Orders: Tan&lt;br /&gt;
 Orders: Zone&lt;br /&gt;
 Orders: Zone, Drinking&lt;br /&gt;
 Orders: Zone, Fishing&lt;br /&gt;
 Destroy Building&lt;br /&gt;
 Suspend Building&lt;br /&gt;
 Menu Confirm&lt;br /&gt;
 Save Bindings&lt;br /&gt;
 Change Bindings&lt;br /&gt;
 Hotkey: Alchemist, Soap&lt;br /&gt;
 Hotkey: Still, Brew&lt;br /&gt;
 Hotkey: Still, Extract&lt;br /&gt;
 Hotkey: Loom, Collect Silk&lt;br /&gt;
 Hotkey: Loom, Weave Cloth&lt;br /&gt;
 Hotkey: Loom, Weave Silk&lt;br /&gt;
 Hotkey: Loom, Metal&lt;br /&gt;
 Hotkey: Kitchen, Meal 1&lt;br /&gt;
 Hotkey: Kitchen, Meal 2&lt;br /&gt;
 Hotkey: Kitchen, Meal 3&lt;br /&gt;
 Hotkey: Kitchen, Render Fat&lt;br /&gt;
 Hotkey: Farmer, Process&lt;br /&gt;
 Hotkey: Farmer, Vial&lt;br /&gt;
 Hotkey: Farmer, Bag&lt;br /&gt;
 Hotkey: Farmer, Barrel&lt;br /&gt;
 Hotkey: Farmer, Cheese&lt;br /&gt;
 Hotkey: Farmer, Milk&lt;br /&gt;
 Hotkey: Mill, Mill&lt;br /&gt;
 Hotkey: Kennel, Hunt&lt;br /&gt;
 Hotkey: Kennel, Catch&lt;br /&gt;
 Hotkey: Kennel, Tame Small&lt;br /&gt;
 Hotkey: Kennel, Tame Large&lt;br /&gt;
 Hotkey: Kennel, War&lt;br /&gt;
 Hotkey: Fishery, Process&lt;br /&gt;
 Hotkey: Fishery, Extract&lt;br /&gt;
 Hotkey: Fishery, Catch&lt;br /&gt;
 Hotkey: Butcher, Butcher&lt;br /&gt;
 Hotkey: Butcher, Extract&lt;br /&gt;
 Hotkey: Butcher, Catch&lt;br /&gt;
 Hotkey: Tanner, Tan&lt;br /&gt;
 Hotkey: Dyer, Thread&lt;br /&gt;
 Hotkey: Dyer, Cloth&lt;br /&gt;
 Hotkey: Jeweler, Furniture&lt;br /&gt;
 Hotkey: Jeweler, Finished&lt;br /&gt;
 Hotkey: Jeweler, Ammo&lt;br /&gt;
 Hotkey: Jeweler, Cut&lt;br /&gt;
 Hotkey: Jeweler, Encrust&lt;br /&gt;
 Hotkey: Mechanic, Mechanisms&lt;br /&gt;
 Hotkey: Mason, Armorstand&lt;br /&gt;
 Hotkey: Mason, Blocks&lt;br /&gt;
 Hotkey: Mason, Chair&lt;br /&gt;
 Hotkey: Mason, Coffin&lt;br /&gt;
 Hotkey: Mason, Door&lt;br /&gt;
 Hotkey: Mason, Floodgate&lt;br /&gt;
 Hotkey: Mason, Hatch Cover&lt;br /&gt;
 Hotkey: Mason, Grate&lt;br /&gt;
 Hotkey: Mason, Cabinet&lt;br /&gt;
 Hotkey: Mason, Box&lt;br /&gt;
 Hotkey: Mason, Statue&lt;br /&gt;
 Hotkey: Mason, Quern&lt;br /&gt;
 Hotkey: Mason, Millstone&lt;br /&gt;
 Hotkey: Mason, Table&lt;br /&gt;
 Hotkey: Mason, Weaponrack&lt;br /&gt;
 Hotkey: Trap, Bridge&lt;br /&gt;
 Hotkey: Trap, Gear Assembly&lt;br /&gt;
 Hotkey: Trap, Door&lt;br /&gt;
 Hotkey: Trap, Floodgate&lt;br /&gt;
 Hotkey: Trap, Spike&lt;br /&gt;
 Hotkey: Trap, Hatch&lt;br /&gt;
 Hotkey: Trap, Wall Grate&lt;br /&gt;
 Hotkey: Trap, Floor Grate&lt;br /&gt;
 Hotkey: Trap, Vertical Bars&lt;br /&gt;
 Hotkey: Trap, Floor Bars&lt;br /&gt;
 Hotkey: Trap, Support&lt;br /&gt;
 Hotkey: Trap, Chain&lt;br /&gt;
 Hotkey: Trap, Cage&lt;br /&gt;
 Hotkey: Trap, Lever&lt;br /&gt;
 Buildjob: Add&lt;br /&gt;
 Buildjob: Cancel&lt;br /&gt;
 Buildjob: Promote&lt;br /&gt;
 Buildjob: Repeat&lt;br /&gt;
 Buildjob: Suspend&lt;br /&gt;
 Buildjob: Workshop Profile&lt;br /&gt;
 Buildjob: Well, Free&lt;br /&gt;
 Buildjob: Well, Size&lt;br /&gt;
 Buildjob: Target, Free&lt;br /&gt;
 Buildjob: Target, Size&lt;br /&gt;
 Buildjob: Target, Down&lt;br /&gt;
 Buildjob: Target, Up&lt;br /&gt;
 Buildjob: Target, Right&lt;br /&gt;
 Buildjob: Target, Left&lt;br /&gt;
 Buildjob: Statue, Assign&lt;br /&gt;
 Buildjob: Statue, Free&lt;br /&gt;
 Buildjob: Statue, Size&lt;br /&gt;
 Buildjob: Cage, Justice&lt;br /&gt;
 Buildjob: Cage, Free&lt;br /&gt;
 Buildjob: Cage, Size&lt;br /&gt;
 Buildjob: Cage, Assign Occ&lt;br /&gt;
 Buildjob: Cage, Water&lt;br /&gt;
 Buildjob: Cage, Assign Owner&lt;br /&gt;
 Buildjob: Chain, Assign Occ&lt;br /&gt;
 Buildjob: Chain, Justice&lt;br /&gt;
 Buildjob: Chain, Assign Owner&lt;br /&gt;
 Buildjob: Chain, Free&lt;br /&gt;
 Buildjob: Chain, Size&lt;br /&gt;
 Buildjob: Siege, Fire&lt;br /&gt;
 Buildjob: Siege, Orient&lt;br /&gt;
 Buildjob: Door, Internal&lt;br /&gt;
 Buildjob: Door, Forbid&lt;br /&gt;
 Buildjob: Door, Pet-passable&lt;br /&gt;
 Buildjob: Coffin, Assign&lt;br /&gt;
 Buildjob: Coffin, Free&lt;br /&gt;
 Buildjob: Coffin, Size&lt;br /&gt;
 Buildjob: Coffin, Gen. Burial&lt;br /&gt;
 Buildjob: Coffing, Allow Citizens&lt;br /&gt;
 Buildjob: Coffing, Allow Pets&lt;br /&gt;
 Buildjob: Chair, Assign&lt;br /&gt;
 Buildjob: Chair, Free&lt;br /&gt;
 Buildjob: Chair, Size&lt;br /&gt;
 Buildjob: Table, Assign&lt;br /&gt;
 Buildjob: Table, Hall&lt;br /&gt;
 Buildjob: Table, Free&lt;br /&gt;
 Buildjob: Table, Size&lt;br /&gt;
 Buildjob: Bed, Assign&lt;br /&gt;
 Buildjob: Bed, Free&lt;br /&gt;
 Buildjob: Bed, Barracks&lt;br /&gt;
 Buildjob: Bed, Rent&lt;br /&gt;
 Buildjob: Bed, Size&lt;br /&gt;
 Buildjob: Depot, Bring&lt;br /&gt;
 Buildjob: Depot, Trade&lt;br /&gt;
 Buildjob: Depot, Request Trader&lt;br /&gt;
 Buildjob: Depot, Broker Only&lt;br /&gt;
 Buildjob: Animal Trap, No Bait&lt;br /&gt;
 Buildjob: Animal Trap, Meat Bait&lt;br /&gt;
 Buildjob: Animal Trap, Fish Bait&lt;br /&gt;
 Buildjob: Animal Trap, Gem Bait&lt;br /&gt;
 Buildjob: Farm, Fallow&lt;br /&gt;
 Buildjob: Farm, Fertilize&lt;br /&gt;
 Buildjob: Farm, Seas Fert&lt;br /&gt;
 Buildjob: Farm, Spring&lt;br /&gt;
 Buildjob: Farm, Summer&lt;br /&gt;
 Buildjob: Farm, Autumn&lt;br /&gt;
 Buildjob: Farm, Winter&lt;br /&gt;
 Buildjob: Stockpile, Master&lt;br /&gt;
 Buildjob: Stockpile, Delete Child&lt;br /&gt;
 Buildjob: Stockpile, Settings&lt;br /&gt;
 Buildjob: Stockpile, Barrel Up&lt;br /&gt;
 Buildjob: Stockpile, Barrel Down&lt;br /&gt;
 Buildjob: Stockpile, Barrel Zero&lt;br /&gt;
 Buildjob: Stockpile, Barrel Max&lt;br /&gt;
 Buildjob: Stockpile, Bin Up&lt;br /&gt;
 Buildjob: Stockpile, Bin Down&lt;br /&gt;
 Buildjob: Stockpile, Bin Zero&lt;br /&gt;
 Buildjob: Stockpile, Bin Max&lt;br /&gt;
 Buildjob: Rack, Mat, Bone&lt;br /&gt;
 Buildjob: Rack, Mat, Bronze&lt;br /&gt;
 Buildjob: Rack, Mat, Copper&lt;br /&gt;
 Buildjob: Rack, Mat, Iron&lt;br /&gt;
 Buildjob: Rack, Mat, Steel&lt;br /&gt;
 Buildjob: Rack, Mat, Wood&lt;br /&gt;
 Buildjob: Rack, Mat, Special Metal&lt;br /&gt;
 Buildjob: Stand, Mat, Bone&lt;br /&gt;
 Buildjob: Stand, Mat, Leather&lt;br /&gt;
 Buildjob: Stand, Mat, Copper&lt;br /&gt;
 Buildjob: Stand, Mat, Bronze&lt;br /&gt;
 Buildjob: Stand, Mat, Steel&lt;br /&gt;
 Buildjob: Stand, Mat, Iron&lt;br /&gt;
 Buildjob: Stand, Mat, Wood&lt;br /&gt;
 Buildjob: Stand, Mat, Special Metal&lt;br /&gt;
 Buildjob: Rackstand, Assign&lt;br /&gt;
 Buildjob: Rackstand, Free&lt;br /&gt;
 Buildjob: Rackstand, Size&lt;br /&gt;
 Buildjob: Rackstand, Item&lt;br /&gt;
 Buildjob: Rackstand, Mat&lt;br /&gt;
 Buildjob: Rackstand, All Items&lt;br /&gt;
 Buildjob: Rackstand, No Items&lt;br /&gt;
 Buildjob: Rackstand, All Mats&lt;br /&gt;
 Buildjob: Rackstand, No Mats&lt;br /&gt;
 Stockpile Settings: Enable&lt;br /&gt;
 Stockpile Settings: Disable&lt;br /&gt;
 Stockpile Settings: Permit All&lt;br /&gt;
 Stockpile Settings: Forbid All&lt;br /&gt;
 Stockpile Settings: Permit Sub&lt;br /&gt;
 Stockpile Settings: Forbit Sub&lt;br /&gt;
 Stockpile Settings: Specific 1&lt;br /&gt;
 Stockpile Settings: Specific 2&lt;br /&gt;
 Squad: Lock&lt;br /&gt;
 Squad: Station&lt;br /&gt;
 Squad: Clear Patrol&lt;br /&gt;
 Squad: Patrol&lt;br /&gt;
 Squad: Zoom&lt;br /&gt;
 Movie: Record&lt;br /&gt;
 Movie: Play&lt;br /&gt;
 Movie: Save&lt;br /&gt;
 Movie: Load&lt;br /&gt;
 Assign Trade: View&lt;br /&gt;
 Assign Trade: String&lt;br /&gt;
 Assign Trade: Exclude Prohibited&lt;br /&gt;
 Assign Trade: Pending&lt;br /&gt;
 Assign Trade: Sort&lt;br /&gt;
 Noble List: Replace&lt;br /&gt;
 Noble List: Settings&lt;br /&gt;
 Noble List: View Candidate&lt;br /&gt;
 Adventure: Barter, View&lt;br /&gt;
 Adventure: Barter, Currency 1&lt;br /&gt;
 Adventure: Barter, Currency 2&lt;br /&gt;
 Adventure: Barter, Currency 3&lt;br /&gt;
 Adventure: Barter, Currency 4&lt;br /&gt;
 Adventure: Barter, Currency 5&lt;br /&gt;
 Adventure: Barter, Currency 6&lt;br /&gt;
 Adventure: Barter, Currency 7&lt;br /&gt;
 Adventure: Barter, Currency 8&lt;br /&gt;
 Adventure: Barter, Currency 9&lt;br /&gt;
 Adventure: Barter, Trade&lt;br /&gt;
 Trade, View&lt;br /&gt;
 Trade, Trade&lt;br /&gt;
 Trade, Offer&lt;br /&gt;
 Trade, Seize&lt;br /&gt;
 Stores, View&lt;br /&gt;
 Stores, Forbid&lt;br /&gt;
 Stores, Melt&lt;br /&gt;
 Stores, Dump&lt;br /&gt;
 Stores, Zoom&lt;br /&gt;
 Stores, Hide&lt;br /&gt;
 Military, Activate&lt;br /&gt;
 Military, View&lt;br /&gt;
 Military, Weapon&lt;br /&gt;
 Military, Zoom&lt;br /&gt;
 Squad Info, Food&lt;br /&gt;
 Squad Info, Sleep&lt;br /&gt;
 Squad Info, Water&lt;br /&gt;
 Squad Info, Stay Close&lt;br /&gt;
 Squad Info, Attack Wilderness&lt;br /&gt;
 Squad Info, Stand Down&lt;br /&gt;
 Squad Info, Zoom&lt;br /&gt;
 Unitjob, Remove Unit&lt;br /&gt;
 Unitjob, Zoom Unit&lt;br /&gt;
 Unitjob, Zoom Building&lt;br /&gt;
 Unitjob, View&lt;br /&gt;
 Unitjob, Manager&lt;br /&gt;
 Manager, New Order&lt;br /&gt;
 Manager, Remove&lt;br /&gt;
 Manager, Promote&lt;br /&gt;
 Manager, Max&lt;br /&gt;
 Manager, Wages&lt;br /&gt;
 Animals, Slaughter&lt;br /&gt;
 Kitchen, Cook&lt;br /&gt;
 Kitchen, Brew&lt;br /&gt;
 Setup, New&lt;br /&gt;
 Setup, View&lt;br /&gt;
 Setup, Customize Unit&lt;br /&gt;
 Setup, Save Profile&lt;br /&gt;
 Setup, Save Profile, Abort&lt;br /&gt;
 Setup, Save Profile, Go&lt;br /&gt;
 Setup, View Profile Problems&lt;br /&gt;
 Main: Activity Zone, Remove&lt;br /&gt;
 Main: Activity Zone, Water Source&lt;br /&gt;
 Main: Activity Zone, Garbage Dump&lt;br /&gt;
 Main: Activity Zone, Pond&lt;br /&gt;
 Main: Activity Zone, Sand Collect&lt;br /&gt;
 Main: Activity Zone, Active&lt;br /&gt;
 Main: Activity Zone, Fish&lt;br /&gt;
 Main: Activity Zone, Meeting&lt;br /&gt;
 Main: Activity Zone, Pond Options&lt;br /&gt;
 Main: Activity Zone: Pond, Water&lt;br /&gt;
 Stockpile, Animal&lt;br /&gt;
 Stockpile, Food&lt;br /&gt;
 Stockpile, Weapon&lt;br /&gt;
 Stockpile, Armor&lt;br /&gt;
 Stockpile, Custom&lt;br /&gt;
 Stockpile, Custom Settings&lt;br /&gt;
 Stockpile, Furniture&lt;br /&gt;
 Stockpile, Graveyard&lt;br /&gt;
 Stockpile, Refuse&lt;br /&gt;
 Stockpile, Wood&lt;br /&gt;
 Stockpile, Stone&lt;br /&gt;
 Stockpile, Gem&lt;br /&gt;
 Stockpile, Bar/Block&lt;br /&gt;
 Stockpile, Cloth&lt;br /&gt;
 Stockpile, Leather&lt;br /&gt;
 Stockpile, Ammo&lt;br /&gt;
 Stockpile, Coins&lt;br /&gt;
 Stockpile, Finished&lt;br /&gt;
 Stockpile, None&lt;br /&gt;
 Designate, Building/Item&lt;br /&gt;
 Designate, Reclaim&lt;br /&gt;
 Designate, Forbid&lt;br /&gt;
 Designate, Melt&lt;br /&gt;
 Designate, No Melt&lt;br /&gt;
 Designate, Dump&lt;br /&gt;
 Designate, No Dump&lt;br /&gt;
 Designate, Hide&lt;br /&gt;
 Designate, No Hide&lt;br /&gt;
 Designate, Traffic&lt;br /&gt;
 Designate, High Traffic&lt;br /&gt;
 Designate, Normal Traffic&lt;br /&gt;
 Designate, Low Traffic&lt;br /&gt;
 Designate, Restricted Traffic&lt;br /&gt;
 Designate, Increase Weight&lt;br /&gt;
 Designate, Decrease Weight&lt;br /&gt;
 Designate, Increase Weight More&lt;br /&gt;
 Designate, Decrease Weight More&lt;br /&gt;
 Designate, Dig&lt;br /&gt;
 Designate, Dig Remove Stairs Ramps&lt;br /&gt;
 Designate, U Stair&lt;br /&gt;
 Designate, D Stair&lt;br /&gt;
 Designate, UD Stair&lt;br /&gt;
 Designate, Ramp&lt;br /&gt;
 Designate, Channel&lt;br /&gt;
 Designate, Chop&lt;br /&gt;
 Designate, Plants&lt;br /&gt;
 Designate, Smooth&lt;br /&gt;
 Designate, Engrave&lt;br /&gt;
 Designate, Fortify&lt;br /&gt;
 Designate, Toggle Engraving&lt;br /&gt;
 Designate, Undo&lt;br /&gt;
 Designate, Remove Construction&lt;br /&gt;
 Building, Change Height +&lt;br /&gt;
 Building, Change Height -&lt;br /&gt;
 Building, Change Width +&lt;br /&gt;
 Building, Change Width -&lt;br /&gt;
 Building, Orient Up&lt;br /&gt;
 Building, Orient Left&lt;br /&gt;
 Building, Orient Right&lt;br /&gt;
 Building, Orient Down&lt;br /&gt;
 Building, Orient None&lt;br /&gt;
 Building, View Item&lt;br /&gt;
 Building, Done Selecting&lt;br /&gt;
 Building, Expand/Contract&lt;br /&gt;
 Building, Trigger, Enable Water&lt;br /&gt;
 Building, Trigger, Min Water Up&lt;br /&gt;
 Building, Trigger, Min Water Down&lt;br /&gt;
 Building, Trigger, Max Water Up&lt;br /&gt;
 Building, Trigger, Max Water Down&lt;br /&gt;
 Building, Trigger, Enabler Magma&lt;br /&gt;
 Building, Trigger, Min Magma Up&lt;br /&gt;
 Building, Trigger, Min Magma Down&lt;br /&gt;
 Building, Trigger, Max Magma Up&lt;br /&gt;
 Building, Trigger, Max Magma Down&lt;br /&gt;
 Building, Trigger, Enable Creature&lt;br /&gt;
 Building, Trigger, Enable Locals&lt;br /&gt;
 Building, Trigger, Resets&lt;br /&gt;
 Building, Trigger, Min Size Up&lt;br /&gt;
 Building, Trigger, Min Size Down&lt;br /&gt;
 Building, Trigger, Max Size Up&lt;br /&gt;
 Building, Trigger, Max Size Down&lt;br /&gt;
 Unitview, General&lt;br /&gt;
 Unitview, Inventory&lt;br /&gt;
 Unitview, Prefs&lt;br /&gt;
 Unitview, Wounds&lt;br /&gt;
 Unitview, Next Unit&lt;br /&gt;
 Unitview, Slaughter&lt;br /&gt;
 Unitview, Prefs, Labor&lt;br /&gt;
 Unitview, Prefs, Pets&lt;br /&gt;
 Unitview, Prefs, Soldier&lt;br /&gt;
 Unitview, Prefs, Fortress Guard&lt;br /&gt;
 Unitview, Prefs, Royal Guard&lt;br /&gt;
 Unitview, Prefs, Toggle Activation&lt;br /&gt;
 Unitview, Prefs, Pets, Hunting&lt;br /&gt;
 Unitview, Prefs, Pets, War&lt;br /&gt;
 Unitview, Prefs, Soldier, Unarmed&lt;br /&gt;
 Unitview, Prefs, Soldier, Axe&lt;br /&gt;
 Unitview, Prefs, Soldier, Crossbow&lt;br /&gt;
 Unitview, Prefs, Soldier, Hammer&lt;br /&gt;
 Unitview, Prefs, Soldier, Mace&lt;br /&gt;
 Unitview, Prefs, Soldier, Spear&lt;br /&gt;
 Unitview, Prefs, Soldier, Sword&lt;br /&gt;
 Unitview, Prefs, Soldier, Weapon Num&lt;br /&gt;
 Unitview, Prefs, Soldier, Armor&lt;br /&gt;
 Unitview, Prefs, Soldier, Shield&lt;br /&gt;
 Unitview, Prefs, Profile&lt;br /&gt;
 String: Backspace&lt;br /&gt;
 String: Character 001&lt;br /&gt;
 String: Character 002&lt;br /&gt;
 String: Character 003&lt;br /&gt;
 String: Character 004&lt;br /&gt;
 String: Character 005&lt;br /&gt;
 String: Character 006&lt;br /&gt;
 String: Character 007&lt;br /&gt;
 String: Character 008&lt;br /&gt;
 String: Character 009&lt;br /&gt;
 String: Character 010&lt;br /&gt;
 String: Character 011&lt;br /&gt;
 String: Character 012&lt;br /&gt;
 String: Character 013&lt;br /&gt;
 String: Character 014&lt;br /&gt;
 String: Character 015&lt;br /&gt;
 String: Character 016&lt;br /&gt;
 String: Character 017&lt;br /&gt;
 String: Character 018&lt;br /&gt;
 String: Character 019&lt;br /&gt;
 String: Character 020&lt;br /&gt;
 String: Character 021&lt;br /&gt;
 String: Character 022&lt;br /&gt;
 String: Character 023&lt;br /&gt;
 String: Character 024&lt;br /&gt;
 String: Character 025&lt;br /&gt;
 String: Character 026&lt;br /&gt;
 String: Character 027&lt;br /&gt;
 String: Character 028&lt;br /&gt;
 String: Character 029&lt;br /&gt;
 String: Character 030&lt;br /&gt;
 String: Character 031&lt;br /&gt;
 String: Character 032&lt;br /&gt;
 String: Character 033&lt;br /&gt;
 String: Character 034&lt;br /&gt;
 String: Character 035&lt;br /&gt;
 String: Character 036&lt;br /&gt;
 String: Character 037&lt;br /&gt;
 String: Character 038&lt;br /&gt;
 String: Character 039&lt;br /&gt;
 String: Character 040&lt;br /&gt;
 String: Character 041&lt;br /&gt;
 String: Character 042&lt;br /&gt;
 String: Character 043&lt;br /&gt;
 String: Character 044&lt;br /&gt;
 String: Character 045&lt;br /&gt;
 String: Character 046&lt;br /&gt;
 String: Character 047&lt;br /&gt;
 String: Character 048&lt;br /&gt;
 String: Character 049&lt;br /&gt;
 String: Character 050&lt;br /&gt;
 String: Character 051&lt;br /&gt;
 String: Character 052&lt;br /&gt;
 String: Character 053&lt;br /&gt;
 String: Character 054&lt;br /&gt;
 String: Character 055&lt;br /&gt;
 String: Character 056&lt;br /&gt;
 String: Character 057&lt;br /&gt;
 String: Character 058&lt;br /&gt;
 String: Character 059&lt;br /&gt;
 String: Character 060&lt;br /&gt;
 String: Character 061&lt;br /&gt;
 String: Character 062&lt;br /&gt;
 String: Character 063&lt;br /&gt;
 String: Character 064&lt;br /&gt;
 String: Character 065&lt;br /&gt;
 String: Character 066&lt;br /&gt;
 String: Character 067&lt;br /&gt;
 String: Character 068&lt;br /&gt;
 String: Character 069&lt;br /&gt;
 String: Character 070&lt;br /&gt;
 String: Character 071&lt;br /&gt;
 String: Character 072&lt;br /&gt;
 String: Character 073&lt;br /&gt;
 String: Character 074&lt;br /&gt;
 String: Character 075&lt;br /&gt;
 String: Character 076&lt;br /&gt;
 String: Character 077&lt;br /&gt;
 String: Character 078&lt;br /&gt;
 String: Character 079&lt;br /&gt;
 String: Character 080&lt;br /&gt;
 String: Character 081&lt;br /&gt;
 String: Character 082&lt;br /&gt;
 String: Character 083&lt;br /&gt;
 String: Character 084&lt;br /&gt;
 String: Character 085&lt;br /&gt;
 String: Character 086&lt;br /&gt;
 String: Character 087&lt;br /&gt;
 String: Character 088&lt;br /&gt;
 String: Character 089&lt;br /&gt;
 String: Character 090&lt;br /&gt;
 String: Character 091&lt;br /&gt;
 String: Character 092&lt;br /&gt;
 String: Character 093&lt;br /&gt;
 String: Character 094&lt;br /&gt;
 String: Character 095&lt;br /&gt;
 String: Character 096&lt;br /&gt;
 String: Character 097&lt;br /&gt;
 String: Character 098&lt;br /&gt;
 String: Character 099&lt;br /&gt;
 String: Character 100&lt;br /&gt;
 String: Character 101&lt;br /&gt;
 String: Character 102&lt;br /&gt;
 String: Character 103&lt;br /&gt;
 String: Character 104&lt;br /&gt;
 String: Character 105&lt;br /&gt;
 String: Character 106&lt;br /&gt;
 String: Character 107&lt;br /&gt;
 String: Character 108&lt;br /&gt;
 String: Character 109&lt;br /&gt;
 String: Character 110&lt;br /&gt;
 String: Character 111&lt;br /&gt;
 String: Character 112&lt;br /&gt;
 String: Character 113&lt;br /&gt;
 String: Character 114&lt;br /&gt;
 String: Character 115&lt;br /&gt;
 String: Character 116&lt;br /&gt;
 String: Character 117&lt;br /&gt;
 String: Character 118&lt;br /&gt;
 String: Character 119&lt;br /&gt;
 String: Character 120&lt;br /&gt;
 String: Character 121&lt;br /&gt;
 String: Character 122&lt;br /&gt;
 String: Character 123&lt;br /&gt;
 String: Character 124&lt;br /&gt;
 String: Character 125&lt;br /&gt;
 String: Character 126&lt;br /&gt;
 String: Character 127&lt;br /&gt;
 String: Character 128&lt;br /&gt;
 String: Character 129&lt;br /&gt;
 String: Character 130&lt;br /&gt;
 String: Character 131&lt;br /&gt;
 String: Character 132&lt;br /&gt;
 String: Character 133&lt;br /&gt;
 String: Character 134&lt;br /&gt;
 String: Character 135&lt;br /&gt;
 String: Character 136&lt;br /&gt;
 String: Character 137&lt;br /&gt;
 String: Character 138&lt;br /&gt;
 String: Character 139&lt;br /&gt;
 String: Character 140&lt;br /&gt;
 String: Character 141&lt;br /&gt;
 String: Character 142&lt;br /&gt;
 String: Character 143&lt;br /&gt;
 String: Character 144&lt;br /&gt;
 String: Character 145&lt;br /&gt;
 String: Character 146&lt;br /&gt;
 String: Character 147&lt;br /&gt;
 String: Character 148&lt;br /&gt;
 String: Character 149&lt;br /&gt;
 String: Character 150&lt;br /&gt;
 String: Character 151&lt;br /&gt;
 String: Character 152&lt;br /&gt;
 String: Character 153&lt;br /&gt;
 String: Character 154&lt;br /&gt;
 String: Character 155&lt;br /&gt;
 String: Character 156&lt;br /&gt;
 String: Character 157&lt;br /&gt;
 String: Character 158&lt;br /&gt;
 String: Character 159&lt;br /&gt;
 String: Character 160&lt;br /&gt;
 String: Character 161&lt;br /&gt;
 String: Character 162&lt;br /&gt;
 String: Character 163&lt;br /&gt;
 String: Character 164&lt;br /&gt;
 String: Character 165&lt;br /&gt;
 String: Character 166&lt;br /&gt;
 String: Character 167&lt;br /&gt;
 String: Character 168&lt;br /&gt;
 String: Character 169&lt;br /&gt;
 String: Character 170&lt;br /&gt;
 String: Character 171&lt;br /&gt;
 String: Character 172&lt;br /&gt;
 String: Character 173&lt;br /&gt;
 String: Character 174&lt;br /&gt;
 String: Character 175&lt;br /&gt;
 String: Character 176&lt;br /&gt;
 String: Character 177&lt;br /&gt;
 String: Character 178&lt;br /&gt;
 String: Character 179&lt;br /&gt;
 String: Character 180&lt;br /&gt;
 String: Character 181&lt;br /&gt;
 String: Character 182&lt;br /&gt;
 String: Character 183&lt;br /&gt;
 String: Character 184&lt;br /&gt;
 String: Character 185&lt;br /&gt;
 String: Character 186&lt;br /&gt;
 String: Character 187&lt;br /&gt;
 String: Character 188&lt;br /&gt;
 String: Character 189&lt;br /&gt;
 String: Character 190&lt;br /&gt;
 String: Character 191&lt;br /&gt;
 String: Character 192&lt;br /&gt;
 String: Character 193&lt;br /&gt;
 String: Character 194&lt;br /&gt;
 String: Character 195&lt;br /&gt;
 String: Character 196&lt;br /&gt;
 String: Character 197&lt;br /&gt;
 String: Character 198&lt;br /&gt;
 String: Character 199&lt;br /&gt;
 String: Character 200&lt;br /&gt;
 String: Character 201&lt;br /&gt;
 String: Character 202&lt;br /&gt;
 String: Character 203&lt;br /&gt;
 String: Character 204&lt;br /&gt;
 String: Character 205&lt;br /&gt;
 String: Character 206&lt;br /&gt;
 String: Character 207&lt;br /&gt;
 String: Character 208&lt;br /&gt;
 String: Character 209&lt;br /&gt;
 String: Character 210&lt;br /&gt;
 String: Character 211&lt;br /&gt;
 String: Character 212&lt;br /&gt;
 String: Character 213&lt;br /&gt;
 String: Character 214&lt;br /&gt;
 String: Character 215&lt;br /&gt;
 String: Character 216&lt;br /&gt;
 String: Character 217&lt;br /&gt;
 String: Character 218&lt;br /&gt;
 String: Character 219&lt;br /&gt;
 String: Character 220&lt;br /&gt;
 String: Character 221&lt;br /&gt;
 String: Character 222&lt;br /&gt;
 String: Character 223&lt;br /&gt;
 String: Character 224&lt;br /&gt;
 String: Character 225&lt;br /&gt;
 String: Character 226&lt;br /&gt;
 String: Character 227&lt;br /&gt;
 String: Character 228&lt;br /&gt;
 String: Character 229&lt;br /&gt;
 String: Character 230&lt;br /&gt;
 String: Character 231&lt;br /&gt;
 String: Character 232&lt;br /&gt;
 String: Character 233&lt;br /&gt;
 String: Character 234&lt;br /&gt;
 String: Character 235&lt;br /&gt;
 String: Character 236&lt;br /&gt;
 String: Character 237&lt;br /&gt;
 String: Character 238&lt;br /&gt;
 String: Character 239&lt;br /&gt;
 String: Character 240&lt;br /&gt;
 String: Character 241&lt;br /&gt;
 String: Character 242&lt;br /&gt;
 String: Character 243&lt;br /&gt;
 String: Character 244&lt;br /&gt;
 String: Character 245&lt;br /&gt;
 String: Character 246&lt;br /&gt;
 String: Character 247&lt;br /&gt;
 String: Character 248&lt;br /&gt;
 String: Character 249&lt;br /&gt;
 String: Character 250&lt;br /&gt;
 String: Character 251&lt;br /&gt;
 String: Character 252&lt;br /&gt;
 String: Character 253&lt;br /&gt;
 String: Character 254&lt;br /&gt;
 String: Character 255&lt;br /&gt;
 SELECT&lt;br /&gt;
 DESELECT&lt;br /&gt;
 SELECT_ALL&lt;br /&gt;
 DESELECT_ALL&lt;br /&gt;
 LEAVESCREEN&lt;br /&gt;
 LEAVESCREEN_TEXT&lt;br /&gt;
 LEAVESCREEN_ALL&lt;br /&gt;
 CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
 TOGGLE_FULLSCREEN&lt;br /&gt;
 WORLD_PARAM_ADD&lt;br /&gt;
 WORLD_PARAM_COPY&lt;br /&gt;
 WORLD_PARAM_DELETE&lt;br /&gt;
 WORLD_PARAM_TITLE&lt;br /&gt;
 WORLD_PARAM_NAME_RANDOM&lt;br /&gt;
 WORLD_PARAM_NAME_ENTER&lt;br /&gt;
 WORLD_PARAM_SEED_RANDOM&lt;br /&gt;
 WORLD_PARAM_SEED_ENTER&lt;br /&gt;
 WORLD_PARAM_LOAD&lt;br /&gt;
 WORLD_PARAM_SAVE&lt;br /&gt;
 WORLD_PARAM_DIM_X_UP&lt;br /&gt;
 WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
 WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
 WORLD_PARAM_DIM_Y_DOWN&lt;br /&gt;
 WORLD_PARAM_SET&lt;br /&gt;
 WORLD_PARAM_INCREASE&lt;br /&gt;
 WORLD_PARAM_DECREASE&lt;br /&gt;
 WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
 WORLD_PARAM_NULLIFY&lt;br /&gt;
 WORLD_PARAM_PRESET&lt;br /&gt;
 WORLD_PARAM_REJECT_CONTINUE&lt;br /&gt;
 WORLD_PARAM_REJECT_ABORT&lt;br /&gt;
 WORLD_PARAM_REJECT_ALLOW_THIS&lt;br /&gt;
 WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
 WORLD_GEN_CONTINUE&lt;br /&gt;
 WORLD_GEN_USE&lt;br /&gt;
 WORLD_GEN_ABORT&lt;br /&gt;
 SETUP_EMBARK&lt;br /&gt;
 SETUP_NAME_FORT&lt;br /&gt;
 SETUP_NAME_GROUP&lt;br /&gt;
 SETUP_RECLAIM&lt;br /&gt;
 SETUP_FIND&lt;br /&gt;
 SETUP_NOTES&lt;br /&gt;
 SETUP_NOTES_TAKE_NOTES&lt;br /&gt;
 SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
 SETUP_NOTES_CHANGE_SYMBOL_SELECTION&lt;br /&gt;
 SETUP_NOTES_ADOPT_SYMBOL&lt;br /&gt;
 SETUP_LOCAL_Y_UP&lt;br /&gt;
 SETUP_LOCAL_Y_DOWN&lt;br /&gt;
 SETUP_LOCAL_X_UP&lt;br /&gt;
 SETUP_LOCAL_X_DOWN&lt;br /&gt;
 SETUP_LOCAL_Y_MUP&lt;br /&gt;
 SETUP_LOCAL_Y_MDOWN&lt;br /&gt;
 SETUP_LOCAL_X_MUP&lt;br /&gt;
 SETUP_LOCAL_X_MDOWN&lt;br /&gt;
 SETUP_BIOME_1&lt;br /&gt;
 SETUP_BIOME_2&lt;br /&gt;
 SETUP_BIOME_3&lt;br /&gt;
 SETUP_BIOME_4&lt;br /&gt;
 SETUP_BIOME_5&lt;br /&gt;
 SETUP_BIOME_6&lt;br /&gt;
 SETUP_BIOME_7&lt;br /&gt;
 SETUP_BIOME_8&lt;br /&gt;
 SETUP_BIOME_9&lt;br /&gt;
 CHOOSE_NAME_RANDOM&lt;br /&gt;
 CHOOSE_NAME_CLEAR&lt;br /&gt;
 CHOOSE_NAME_TYPE&lt;br /&gt;
 ITEM_DESCRIPTION&lt;br /&gt;
 ITEM_FORBID&lt;br /&gt;
 ITEM_MELT&lt;br /&gt;
 ITEM_DUMP&lt;br /&gt;
 ITEM_HIDE&lt;br /&gt;
 HELP&lt;br /&gt;
 MOVIES&lt;br /&gt;
 OPTIONS&lt;br /&gt;
 OPTION_EXPORT&lt;br /&gt;
 CHANGETAB&lt;br /&gt;
 STANDARDSCROLL_LEFT&lt;br /&gt;
 STANDARDSCROLL_RIGHT&lt;br /&gt;
 STANDARDSCROLL_UP&lt;br /&gt;
 STANDARDSCROLL_DOWN&lt;br /&gt;
 STANDARDSCROLL_PAGEUP&lt;br /&gt;
 STANDARDSCROLL_PAGEDOWN&lt;br /&gt;
 SECONDSCROLL_UP&lt;br /&gt;
 SECONDSCROLL_DOWN&lt;br /&gt;
 SECONDSCROLL_PAGEUP&lt;br /&gt;
 SECONDSCROLL_PAGEDOWN&lt;br /&gt;
 CURSOR_UP&lt;br /&gt;
 CURSOR_DOWN&lt;br /&gt;
 CURSOR_LEFT&lt;br /&gt;
 CURSOR_RIGHT&lt;br /&gt;
 CURSOR_UPLEFT&lt;br /&gt;
 CURSOR_UPRIGHT&lt;br /&gt;
 CURSOR_DOWNLEFT&lt;br /&gt;
 CURSOR_DOWNRIGHT&lt;br /&gt;
 CURSOR_UP_FAST&lt;br /&gt;
 CURSOR_DOWN_FAST&lt;br /&gt;
 CURSOR_LEFT_FAST&lt;br /&gt;
 CURSOR_RIGHT_FAST&lt;br /&gt;
 CURSOR_UPLEFT_FAST&lt;br /&gt;
 CURSOR_UPRIGHT_FAST&lt;br /&gt;
 CURSOR_DOWNLEFT_FAST&lt;br /&gt;
 CURSOR_DOWNRIGHT_FAST&lt;br /&gt;
 CURSOR_UP_Z&lt;br /&gt;
 CURSOR_DOWN_Z&lt;br /&gt;
 CURSOR_UP_Z_AUX&lt;br /&gt;
 CURSOR_DOWN_Z_AUX&lt;br /&gt;
 A_MOVE_N&lt;br /&gt;
 A_MOVE_S&lt;br /&gt;
 A_MOVE_E&lt;br /&gt;
 A_MOVE_W&lt;br /&gt;
 A_MOVE_NW&lt;br /&gt;
 A_MOVE_NE&lt;br /&gt;
 A_MOVE_SW&lt;br /&gt;
 A_MOVE_SE&lt;br /&gt;
 A_MOVE_WAIT&lt;br /&gt;
 A_CARE_MOVE_N&lt;br /&gt;
 A_CARE_MOVE_S&lt;br /&gt;
 A_CARE_MOVE_E&lt;br /&gt;
 A_CARE_MOVE_W&lt;br /&gt;
 A_CARE_MOVE_NW&lt;br /&gt;
 A_CARE_MOVE_NE&lt;br /&gt;
 A_CARE_MOVE_SW&lt;br /&gt;
 A_CARE_MOVE_SE&lt;br /&gt;
 A_CARE_MOVE_UPDOWN&lt;br /&gt;
 A_MOVE_N_UP&lt;br /&gt;
 A_MOVE_S_UP&lt;br /&gt;
 A_MOVE_E_UP&lt;br /&gt;
 A_MOVE_W_UP&lt;br /&gt;
 A_MOVE_NW_UP&lt;br /&gt;
 A_MOVE_NE_UP&lt;br /&gt;
 A_MOVE_SW_UP&lt;br /&gt;
 A_MOVE_SE_UP&lt;br /&gt;
 A_MOVE_UP&lt;br /&gt;
 A_MOVE_N_DOWN&lt;br /&gt;
 A_MOVE_S_DOWN&lt;br /&gt;
 A_MOVE_E_DOWN&lt;br /&gt;
 A_MOVE_W_DOWN&lt;br /&gt;
 A_MOVE_NW_DOWN&lt;br /&gt;
 A_MOVE_NE_DOWN&lt;br /&gt;
 A_MOVE_SW_DOWN&lt;br /&gt;
 A_MOVE_SE_DOWN&lt;br /&gt;
 A_MOVE_DOWN&lt;br /&gt;
 A_MOVE_UP_AUX&lt;br /&gt;
 A_MOVE_DOWN_AUX&lt;br /&gt;
 WORLDGEN_EXPORT_MAP&lt;br /&gt;
 LEGENDS_EXPORT_MAP&lt;br /&gt;
 LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
 LEGENDS_TOGGLE_CIVSITE&lt;br /&gt;
 LEGENDS_STRING_FILTER&lt;br /&gt;
 A_COMBAT_ATTACK&lt;br /&gt;
 A_COMBAT_DODGE&lt;br /&gt;
 A_COMBAT_CHARGEDEF&lt;br /&gt;
 A_STATUS&lt;br /&gt;
 A_STATUS_WRESTLE&lt;br /&gt;
 A_STATUS_CUSTOMIZE&lt;br /&gt;
 A_STATUS_KILLS&lt;br /&gt;
 UNITVIEW_CUSTOMIZE&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS_ZOOM&lt;br /&gt;
 UNITVIEW_RELATIONSHIPS_VIEW&lt;br /&gt;
 UNITVIEW_KILLS&lt;br /&gt;
 CUSTOMIZE_UNIT_NICKNAME&lt;br /&gt;
 CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
 A_SLEEP&lt;br /&gt;
 A_WAIT&lt;br /&gt;
 A_ATTACK&lt;br /&gt;
 A_LOOK&lt;br /&gt;
 A_SEARCH&lt;br /&gt;
 A_TALK&lt;br /&gt;
 A_INTERACT&lt;br /&gt;
 A_INV_LOOK&lt;br /&gt;
 A_INV_REMOVE&lt;br /&gt;
 A_INV_WEAR&lt;br /&gt;
 A_INV_EATDRINK&lt;br /&gt;
 A_INV_PUTIN&lt;br /&gt;
 A_INV_DROP&lt;br /&gt;
 A_GROUND&lt;br /&gt;
 A_THROW&lt;br /&gt;
 A_SHOOT&lt;br /&gt;
 A_ANNOUNCEMENTS&lt;br /&gt;
 A_COMBAT&lt;br /&gt;
 A_MOVEMENT&lt;br /&gt;
 A_MOVEMENT_SWIM&lt;br /&gt;
 A_SNEAK&lt;br /&gt;
 A_CENTER&lt;br /&gt;
 A_BUILDING&lt;br /&gt;
 A_TRAVEL&lt;br /&gt;
 A_DATE&lt;br /&gt;
 A_WEATHER&lt;br /&gt;
 A_TEMPERATURE&lt;br /&gt;
 A_STANCE&lt;br /&gt;
 A_OPTION1&lt;br /&gt;
 A_OPTION2&lt;br /&gt;
 A_OPTION3&lt;br /&gt;
 A_OPTION4&lt;br /&gt;
 A_OPTION5&lt;br /&gt;
 A_OPTION6&lt;br /&gt;
 A_OPTION7&lt;br /&gt;
 A_OPTION8&lt;br /&gt;
 A_OPTION9&lt;br /&gt;
 A_OPTION10&lt;br /&gt;
 A_OPTION11&lt;br /&gt;
 A_OPTION12&lt;br /&gt;
 A_OPTION13&lt;br /&gt;
 A_OPTION14&lt;br /&gt;
 A_OPTION15&lt;br /&gt;
 A_OPTION16&lt;br /&gt;
 A_OPTION17&lt;br /&gt;
 A_OPTION18&lt;br /&gt;
 A_OPTION19&lt;br /&gt;
 A_OPTION20&lt;br /&gt;
 HOTKEY_MAKE_ASH&lt;br /&gt;
 HOTKEY_MAKE_CHARCOAL&lt;br /&gt;
 HOTKEY_MELT_OBJECT&lt;br /&gt;
 HOTKEY_GLASS_GREEN&lt;br /&gt;
 HOTKEY_GLASS_CLEAR&lt;br /&gt;
 HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
 HOTKEY_COLLECT_SAND&lt;br /&gt;
 HOTKEY_GLASS_ROUGH&lt;br /&gt;
 HOTKEY_GLASS_ARMORSTAND&lt;br /&gt;
 HOTKEY_GLASS_BOX&lt;br /&gt;
 HOTKEY_GLASS_CABINET&lt;br /&gt;
 HOTKEY_GLASS_COFFIN&lt;br /&gt;
 HOTKEY_GLASS_FLOODGATE&lt;br /&gt;
 HOTKEY_GLASS_HATCH_COVER&lt;br /&gt;
 HOTKEY_GLASS_GRATE&lt;br /&gt;
 HOTKEY_GLASS_GOBLET&lt;br /&gt;
 HOTKEY_GLASS_TOY&lt;br /&gt;
 HOTKEY_GLASS_INSTRUMENT&lt;br /&gt;
 HOTKEY_GLASS_DOOR&lt;br /&gt;
 HOTKEY_GLASS_STATUE&lt;br /&gt;
 HOTKEY_GLASS_TABLE&lt;br /&gt;
 HOTKEY_GLASS_CAGE&lt;br /&gt;
 HOTKEY_GLASS_CHAIR&lt;br /&gt;
 HOTKEY_GLASS_BLOCKS&lt;br /&gt;
 HOTKEY_GLASS_FLASK&lt;br /&gt;
 HOTKEY_GLASS_WEAPONRACK&lt;br /&gt;
 HOTKEY_GLASS_WINDOW&lt;br /&gt;
 HOTKEY_MAKE_PEARLASH&lt;br /&gt;
 HOTKEY_ASHERY_LYE&lt;br /&gt;
 HOTKEY_ASHERY_POTASH&lt;br /&gt;
 HOTKEY_ASHERY_POTASH_DIRECT&lt;br /&gt;
 HOTKEY_CARPENTER_BARREL&lt;br /&gt;
 HOTKEY_CARPENTER_BLOCKS&lt;br /&gt;
 HOTKEY_CARPENTER_BUCKET&lt;br /&gt;
 HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
 HOTKEY_CARPENTER_CAGE&lt;br /&gt;
 HOTKEY_CARPENTER_ARMORSTAND&lt;br /&gt;
 HOTKEY_CARPENTER_BED&lt;br /&gt;
 HOTKEY_CARPENTER_CHAIR&lt;br /&gt;
 HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
 HOTKEY_CARPENTER_DOOR&lt;br /&gt;
 HOTKEY_CARPENTER_FLOODGATE&lt;br /&gt;
 HOTKEY_CARPENTER_HATCH_COVER&lt;br /&gt;
 HOTKEY_CARPENTER_GRATE&lt;br /&gt;
 HOTKEY_CARPENTER_CABINET&lt;br /&gt;
 HOTKEY_CARPENTER_BIN&lt;br /&gt;
 HOTKEY_CARPENTER_BOX&lt;br /&gt;
 HOTKEY_CARPENTER_WEAPONRACK&lt;br /&gt;
 HOTKEY_CARPENTER_TABLE&lt;br /&gt;
 HOTKEY_SIEGE_BALLISTA&lt;br /&gt;
 HOTKEY_SIEGE_CATAPULT&lt;br /&gt;
 HOTKEY_LEATHER_BOX&lt;br /&gt;
 HOTKEY_LEATHER_FLASK&lt;br /&gt;
 HOTKEY_LEATHER_SHIRT&lt;br /&gt;
 HOTKEY_LEATHER_CLOAK&lt;br /&gt;
 HOTKEY_LEATHER_BACKPACK&lt;br /&gt;
 HOTKEY_LEATHER_QUIVER&lt;br /&gt;
 HOTKEY_LEATHER_IMAGE&lt;br /&gt;
 HOTKEY_CLOTHES_MAT_PLANT&lt;br /&gt;
 HOTKEY_CLOTHES_MAT_SILK&lt;br /&gt;
 HOTKEY_CLOTHES_SHIRT&lt;br /&gt;
 HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
 HOTKEY_CLOTHES_BOX&lt;br /&gt;
 HOTKEY_CLOTHES_CHAIN&lt;br /&gt;
 HOTKEY_CLOTHES_IMAGE&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_STONE&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_WOOD&lt;br /&gt;
 HOTKEY_CRAFTS_DEC_BONE&lt;br /&gt;
 HOTKEY_CRAFTS_DEC_SHELL&lt;br /&gt;
 HOTKEY_CRAFTS_TOTEM&lt;br /&gt;
 HOTKEY_CRAFTS_CLOTH&lt;br /&gt;
 HOTKEY_CRAFTS_SILK&lt;br /&gt;
 HOTKEY_CRAFTS_SHELL&lt;br /&gt;
 HOTKEY_CRAFTS_BONE&lt;br /&gt;
 HOTKEY_CRAFTS_LEATHER&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_CRAFTS&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_GOBLET&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_INSTRUMENT&lt;br /&gt;
 HOTKEY_CRAFTS_MAT_TOY&lt;br /&gt;
 HOTKEY_SMITH_WEAPON&lt;br /&gt;
 HOTKEY_SMITH_ARMOR&lt;br /&gt;
 HOTKEY_SMITH_FURNITURE&lt;br /&gt;
 HOTKEY_SMITH_SIEGE&lt;br /&gt;
 HOTKEY_SMITH_TRAP&lt;br /&gt;
 HOTKEY_SMITH_OTHER&lt;br /&gt;
 HOTKEY_SMITH_METAL&lt;br /&gt;
 HOTKEY_BUILDING_ARMORSTAND&lt;br /&gt;
 HOTKEY_BUILDING_BED&lt;br /&gt;
 HOTKEY_BUILDING_CHAIR&lt;br /&gt;
 HOTKEY_BUILDING_COFFIN&lt;br /&gt;
 HOTKEY_BUILDING_DOOR&lt;br /&gt;
 HOTKEY_BUILDING_FLOODGATE&lt;br /&gt;
 HOTKEY_BUILDING_HATCH&lt;br /&gt;
 HOTKEY_BUILDING_GRATE_WALL&lt;br /&gt;
 HOTKEY_BUILDING_GRATE_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_BARS_VERTICAL&lt;br /&gt;
 HOTKEY_BUILDING_BARS_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_CABINET&lt;br /&gt;
 HOTKEY_BUILDING_BOX&lt;br /&gt;
 HOTKEY_BUILDING_KENNEL&lt;br /&gt;
 HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
 HOTKEY_BUILDING_WEAPONRACK&lt;br /&gt;
 HOTKEY_BUILDING_STATUE&lt;br /&gt;
 HOTKEY_BUILDING_TABLE&lt;br /&gt;
 HOTKEY_BUILDING_ROAD_DIRT&lt;br /&gt;
 HOTKEY_BUILDING_ROAD_PAVED&lt;br /&gt;
 HOTKEY_BUILDING_BRIDGE&lt;br /&gt;
 HOTKEY_BUILDING_WELL&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE&lt;br /&gt;
 HOTKEY_BUILDING_WINDOW_GLASS&lt;br /&gt;
 HOTKEY_BUILDING_WINDOW_GEM&lt;br /&gt;
 HOTKEY_BUILDING_SHOP&lt;br /&gt;
 HOTKEY_BUILDING_ANIMALTRAP&lt;br /&gt;
 HOTKEY_BUILDING_CHAIN&lt;br /&gt;
 HOTKEY_BUILDING_CAGE&lt;br /&gt;
 HOTKEY_BUILDING_TRADEDEPOT&lt;br /&gt;
 HOTKEY_BUILDING_TRAP&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE&lt;br /&gt;
 HOTKEY_BUILDING_SUPPORT&lt;br /&gt;
 HOTKEY_BUILDING_ARCHERYTARGET&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_SCREW_PUMP&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_WATER_WHEEL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_WINDMILL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL&lt;br /&gt;
 HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE_BALLISTA&lt;br /&gt;
 HOTKEY_BUILDING_SIEGEENGINE_CATAPULT&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_STONE&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_WEAPON&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_LEVER&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_CAGE&lt;br /&gt;
 HOTKEY_BUILDING_TRAP_SPIKE&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_WALL&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_FLOOR&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_RAMP&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
 HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LEATHER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_QUERN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MILLSTONE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LOOM&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_BOWYER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CARPENTER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_METALSMITH&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LAVAMILL&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_JEWELER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MASON&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_TANNER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_SIEGE&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_MECHANIC&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_STILL&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_FARMER&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_KITCHEN&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_FISHERY&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_LAB&lt;br /&gt;
 HOTKEY_BUILDING_WORKSHOP_ASHERY&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_WOOD&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_SMELTER&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_GLASS&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_SMELTER_LAVA&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_GLASS_LAVA&lt;br /&gt;
 HOTKEY_BUILDING_FURNACE_KILN_LAVA&lt;br /&gt;
 D_ONESTEP&lt;br /&gt;
 D_PAUSE&lt;br /&gt;
 D_DEPOT&lt;br /&gt;
 D_HOT_KEYS&lt;br /&gt;
 D_HOTKEY1&lt;br /&gt;
 D_HOTKEY2&lt;br /&gt;
 D_HOTKEY3&lt;br /&gt;
 D_HOTKEY4&lt;br /&gt;
 D_HOTKEY5&lt;br /&gt;
 D_HOTKEY6&lt;br /&gt;
 D_HOTKEY7&lt;br /&gt;
 D_HOTKEY8&lt;br /&gt;
 D_HOTKEY9&lt;br /&gt;
 D_HOTKEY10&lt;br /&gt;
 D_HOTKEY11&lt;br /&gt;
 D_HOTKEY12&lt;br /&gt;
 D_HOTKEY13&lt;br /&gt;
 D_HOTKEY14&lt;br /&gt;
 D_HOTKEY15&lt;br /&gt;
 D_HOTKEY16&lt;br /&gt;
 D_HOTKEY_CHANGE_NAME&lt;br /&gt;
 D_HOTKEY_ZOOM&lt;br /&gt;
 D_ANNOUNCE&lt;br /&gt;
 D_BUILDING&lt;br /&gt;
 D_CIVLIST&lt;br /&gt;
 D_DESIGNATE&lt;br /&gt;
 D_ARTLIST&lt;br /&gt;
 D_NOBLES&lt;br /&gt;
 D_ORDERS&lt;br /&gt;
 D_MILITARY&lt;br /&gt;
 D_ROOMS&lt;br /&gt;
 BUILDINGLIST_ZOOM_T&lt;br /&gt;
 BUILDINGLIST_ZOOM_Q&lt;br /&gt;
 D_SQUADS&lt;br /&gt;
 D_STOCKPILES&lt;br /&gt;
 D_CIVZONE&lt;br /&gt;
 D_VIEWUNIT&lt;br /&gt;
 D_JOBLIST&lt;br /&gt;
 D_UNITLIST&lt;br /&gt;
 D_LOOK&lt;br /&gt;
 D_NOTE&lt;br /&gt;
 D_NOTE_PLACE&lt;br /&gt;
 D_NOTE_DELETE&lt;br /&gt;
 D_NOTE_ENTER&lt;br /&gt;
 D_NOTE_ADOPT_SYMBOL&lt;br /&gt;
 D_NOTE_CHANGE_SELECTION&lt;br /&gt;
 D_BUILDJOB&lt;br /&gt;
 D_STATUS&lt;br /&gt;
 D_BUILDITEM&lt;br /&gt;
 D_VISUALIZE&lt;br /&gt;
 D_BITEM_FORBID&lt;br /&gt;
 D_BITEM_DUMP&lt;br /&gt;
 D_BITEM_HIDE&lt;br /&gt;
 D_BITEM_MELT&lt;br /&gt;
 D_LOOK_FORBID&lt;br /&gt;
 D_LOOK_DUMP&lt;br /&gt;
 D_LOOK_MELT&lt;br /&gt;
 D_LOOK_HIDE&lt;br /&gt;
 A_ENTER_NAME&lt;br /&gt;
 A_CUST_NAME&lt;br /&gt;
 A_RANDOM_NAME&lt;br /&gt;
 A_CHANGE_GENDER&lt;br /&gt;
 A_END_TRAVEL&lt;br /&gt;
 A_TRAVEL_CLOUDS&lt;br /&gt;
 A_LOG&lt;br /&gt;
 A_TRAVEL_LOG&lt;br /&gt;
 A_LOG_TASKS&lt;br /&gt;
 A_LOG_ENTITIES&lt;br /&gt;
 A_LOG_SITES&lt;br /&gt;
 A_LOG_SUBREGIONS&lt;br /&gt;
 A_LOG_ZOOM_CURRENT_LOCATION&lt;br /&gt;
 A_LOG_ZOOM_SELECTED&lt;br /&gt;
 A_LOG_LINE&lt;br /&gt;
 A_LOG_MAP&lt;br /&gt;
 ORDERS_AUTOFORBID&lt;br /&gt;
 ORDERS_FORBID_PROJECTILE&lt;br /&gt;
 ORDERS_FORBID_YOUR_CORPSE&lt;br /&gt;
 ORDERS_FORBID_YOUR_ITEMS&lt;br /&gt;
 ORDERS_FORBID_OTHER_CORPSE&lt;br /&gt;
 ORDERS_FORBID_OTHER_ITEMS&lt;br /&gt;
 ORDERS_REFUSE_GATHER&lt;br /&gt;
 ORDERS_REFUSE_OUTSIDE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_CORPSE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SKULL&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SKIN&lt;br /&gt;
 ORDERS_REFUSE_DUMP_BONE&lt;br /&gt;
 ORDERS_REFUSE_DUMP_SHELL&lt;br /&gt;
 ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
 ORDERS_GATHER_FURNITURE&lt;br /&gt;
 ORDERS_GATHER_ANIMALS&lt;br /&gt;
 ORDERS_GATHER_FOOD&lt;br /&gt;
 ORDERS_GATHER_BODIES&lt;br /&gt;
 ORDERS_REFUSE&lt;br /&gt;
 ORDERS_GATHER_STONE&lt;br /&gt;
 ORDERS_GATHER_WOOD&lt;br /&gt;
 ORDERS_ALL_HARVEST&lt;br /&gt;
 ORDERS_INDOORS&lt;br /&gt;
 ORDERS_SAMEPILE&lt;br /&gt;
 ORDERS_MIXFOODS&lt;br /&gt;
 ORDERS_EXCEPTIONS&lt;br /&gt;
 ORDERS_LOOM&lt;br /&gt;
 ORDERS_DYED_CLOTH&lt;br /&gt;
 ORDERS_WORKSHOP&lt;br /&gt;
 ORDERS_COLLECT_WEB&lt;br /&gt;
 ORDERS_SLAUGHTER&lt;br /&gt;
 ORDERS_BUTCHER&lt;br /&gt;
 ORDERS_TAN&lt;br /&gt;
 ORDERS_ZONE&lt;br /&gt;
 ORDERS_ZONE_DRINKING&lt;br /&gt;
 ORDERS_ZONE_FISHING&lt;br /&gt;
 DESTROYBUILDING&lt;br /&gt;
 SUSPENDBUILDING&lt;br /&gt;
 MENU_CONFIRM&lt;br /&gt;
 SAVE_BINDINGS&lt;br /&gt;
 CHANGE_BINDINGS&lt;br /&gt;
 HOTKEY_ALCHEMIST_SOAP&lt;br /&gt;
 HOTKEY_STILL_BREW&lt;br /&gt;
 HOTKEY_STILL_EXTRACT&lt;br /&gt;
 HOTKEY_LOOM_COLLECT_SILK&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_CLOTH&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_SILK&lt;br /&gt;
 HOTKEY_LOOM_WEAVE_METAL&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_2&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_3&lt;br /&gt;
 HOTKEY_KITCHEN_COOK_4&lt;br /&gt;
 HOTKEY_KITCHEN_RENDER_FAT&lt;br /&gt;
 HOTKEY_FARMER_PROCESS&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_VIAL&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_BAG&lt;br /&gt;
 HOTKEY_FARMER_PROCESS_BARREL&lt;br /&gt;
 HOTKEY_FARMER_CHEESE&lt;br /&gt;
 HOTKEY_FARMER_MILK&lt;br /&gt;
 HOTKEY_MILL_MILL&lt;br /&gt;
 HOTKEY_KENNEL_TRAIN_HUNT&lt;br /&gt;
 HOTKEY_KENNEL_CATCH_VERMIN&lt;br /&gt;
 HOTKEY_KENNEL_TAME_VERMIN&lt;br /&gt;
 HOTKEY_KENNEL_TAME_UNIT&lt;br /&gt;
 HOTKEY_KENNEL_TRAIN_WAR&lt;br /&gt;
 HOTKEY_FISHERY_PROCESS&lt;br /&gt;
 HOTKEY_FISHERY_EXTRACT&lt;br /&gt;
 HOTKEY_FISHERY_CATCH&lt;br /&gt;
 HOTKEY_BUTCHER_BUTCHER&lt;br /&gt;
 HOTKEY_BUTCHER_EXTRACT&lt;br /&gt;
 HOTKEY_BUTCHER_CATCH&lt;br /&gt;
 HOTKEY_TANNER_TAN&lt;br /&gt;
 HOTKEY_DYER_THREAD&lt;br /&gt;
 HOTKEY_DYER_CLOTH&lt;br /&gt;
 HOTKEY_JEWELER_FURNITURE&lt;br /&gt;
 HOTKEY_JEWELER_FINISHED&lt;br /&gt;
 HOTKEY_JEWELER_AMMO&lt;br /&gt;
 HOTKEY_JEWELER_CUT&lt;br /&gt;
 HOTKEY_JEWELER_ENCRUST&lt;br /&gt;
 HOTKEY_MECHANIC_PARTS&lt;br /&gt;
 HOTKEY_MASON_ARMORSTAND&lt;br /&gt;
 HOTKEY_MASON_BLOCKS&lt;br /&gt;
 HOTKEY_MASON_CHAIR&lt;br /&gt;
 HOTKEY_MASON_COFFIN&lt;br /&gt;
 HOTKEY_MASON_DOOR&lt;br /&gt;
 HOTKEY_MASON_FLOODGATE&lt;br /&gt;
 HOTKEY_MASON_HATCH_COVER&lt;br /&gt;
 HOTKEY_MASON_GRATE&lt;br /&gt;
 HOTKEY_MASON_CABINET&lt;br /&gt;
 HOTKEY_MASON_BOX&lt;br /&gt;
 HOTKEY_MASON_STATUE&lt;br /&gt;
 HOTKEY_MASON_QUERN&lt;br /&gt;
 HOTKEY_MASON_MILLSTONE&lt;br /&gt;
 HOTKEY_MASON_TABLE&lt;br /&gt;
 HOTKEY_MASON_WEAPONRACK&lt;br /&gt;
 HOTKEY_TRAP_BRIDGE&lt;br /&gt;
 HOTKEY_TRAP_GEAR_ASSEMBLY&lt;br /&gt;
 HOTKEY_TRAP_DOOR&lt;br /&gt;
 HOTKEY_TRAP_FLOODGATE&lt;br /&gt;
 HOTKEY_TRAP_SPIKE&lt;br /&gt;
 HOTKEY_TRAP_HATCH&lt;br /&gt;
 HOTKEY_TRAP_GRATE_WALL&lt;br /&gt;
 HOTKEY_TRAP_GRATE_FLOOR&lt;br /&gt;
 HOTKEY_TRAP_BARS_VERTICAL&lt;br /&gt;
 HOTKEY_TRAP_BARS_FLOOR&lt;br /&gt;
 HOTKEY_TRAP_SUPPORT&lt;br /&gt;
 HOTKEY_TRAP_CHAIN&lt;br /&gt;
 HOTKEY_TRAP_CAGE&lt;br /&gt;
 HOTKEY_TRAP_PULL_LEVER&lt;br /&gt;
 BUILDJOB_ADD&lt;br /&gt;
 BUILDJOB_CANCEL&lt;br /&gt;
 BUILDJOB_PROMOTE&lt;br /&gt;
 BUILDJOB_REPEAT&lt;br /&gt;
 BUILDJOB_SUSPEND&lt;br /&gt;
 BUILDJOB_WORKSHOP_PROFILE&lt;br /&gt;
 BUILDJOB_WELL_FREE&lt;br /&gt;
 BUILDJOB_WELL_SIZE&lt;br /&gt;
 BUILDJOB_TARGET_FREE&lt;br /&gt;
 BUILDJOB_TARGET_SIZE&lt;br /&gt;
 BUILDJOB_TARGET_DOWN&lt;br /&gt;
 BUILDJOB_TARGET_UP&lt;br /&gt;
 BUILDJOB_TARGET_RIGHT&lt;br /&gt;
 BUILDJOB_TARGET_LEFT&lt;br /&gt;
 BUILDJOB_STATUE_ASSIGN&lt;br /&gt;
 BUILDJOB_STATUE_FREE&lt;br /&gt;
 BUILDJOB_STATUE_SIZE&lt;br /&gt;
 BUILDJOB_CAGE_JUSTICE&lt;br /&gt;
 BUILDJOB_CAGE_FREE&lt;br /&gt;
 BUILDJOB_CAGE_SIZE&lt;br /&gt;
 BUILDJOB_CAGE_ASSIGN_OCC&lt;br /&gt;
 BUILDJOB_CAGE_WATER&lt;br /&gt;
 BUILDJOB_CAGE_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIN_ASSIGN_OCC&lt;br /&gt;
 BUILDJOB_CHAIN_JUSTICE&lt;br /&gt;
 BUILDJOB_CHAIN_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIN_FREE&lt;br /&gt;
 BUILDJOB_CHAIN_SIZE&lt;br /&gt;
 BUILDJOB_SIEGE_FIRING&lt;br /&gt;
 BUILDJOB_SIEGE_ORIENT&lt;br /&gt;
 BUILDJOB_DOOR_INTERNAL&lt;br /&gt;
 BUILDJOB_DOOR_LOCK&lt;br /&gt;
 BUILDJOB_DOOR_AJAR&lt;br /&gt;
 BUILDJOB_COFFIN_ASSIGN&lt;br /&gt;
 BUILDJOB_COFFIN_FREE&lt;br /&gt;
 BUILDJOB_COFFIN_SIZE&lt;br /&gt;
 BUILDJOB_COFFIN_BURIAL&lt;br /&gt;
 BUILDJOB_COFFIN_CIV&lt;br /&gt;
 BUILDJOB_COFFIN_PET&lt;br /&gt;
 BUILDJOB_CHAIR_ASSIGN&lt;br /&gt;
 BUILDJOB_CHAIR_FREE&lt;br /&gt;
 BUILDJOB_CHAIR_SIZE&lt;br /&gt;
 BUILDJOB_TABLE_ASSIGN&lt;br /&gt;
 BUILDJOB_TABLE_HALL&lt;br /&gt;
 BUILDJOB_TABLE_FREE&lt;br /&gt;
 BUILDJOB_TABLE_SIZE&lt;br /&gt;
 BUILDJOB_BED_ASSIGN&lt;br /&gt;
 BUILDJOB_BED_FREE&lt;br /&gt;
 BUILDJOB_BED_BARRACKS&lt;br /&gt;
 BUILDJOB_BED_RENT&lt;br /&gt;
 BUILDJOB_BED_SIZE&lt;br /&gt;
 BUILDJOB_DEPOT_BRING&lt;br /&gt;
 BUILDJOB_DEPOT_TRADE&lt;br /&gt;
 BUILDJOB_DEPOT_REQUEST_TRADER&lt;br /&gt;
 BUILDJOB_DEPOT_BROKER_ONLY&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_NONE&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_MEAT&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_FISH&lt;br /&gt;
 BUILDJOB_ANIMALTRAP_BAIT_GEM&lt;br /&gt;
 BUILDJOB_FARM_FALLOW&lt;br /&gt;
 BUILDJOB_FARM_FERTILIZE&lt;br /&gt;
 BUILDJOB_FARM_SEASFERT&lt;br /&gt;
 BUILDJOB_FARM_SPRING&lt;br /&gt;
 BUILDJOB_FARM_SUMMER&lt;br /&gt;
 BUILDJOB_FARM_AUTUMN&lt;br /&gt;
 BUILDJOB_FARM_WINTER&lt;br /&gt;
 BUILDJOB_STOCKPILE_MASTER&lt;br /&gt;
 BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
 BUILDJOB_STOCKPILE_SETTINGS&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_UP&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_DOWN&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_ZERO&lt;br /&gt;
 BUILDJOB_STOCKPILE_BARREL_MAX&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_UP&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_DOWN&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_ZERO&lt;br /&gt;
 BUILDJOB_STOCKPILE_BIN_MAX&lt;br /&gt;
 BUILDJOB_RACK_MAT_BONE&lt;br /&gt;
 BUILDJOB_RACK_MAT_BRONZE&lt;br /&gt;
 BUILDJOB_RACK_MAT_COPPER&lt;br /&gt;
 BUILDJOB_RACK_MAT_IRON&lt;br /&gt;
 BUILDJOB_RACK_MAT_STEEL&lt;br /&gt;
 BUILDJOB_RACK_MAT_WOOD&lt;br /&gt;
 BUILDJOB_RACK_MAT_METAL&lt;br /&gt;
 BUILDJOB_STAND_MAT_BONE&lt;br /&gt;
 BUILDJOB_STAND_MAT_LEATHER&lt;br /&gt;
 BUILDJOB_STAND_MAT_COPPER&lt;br /&gt;
 BUILDJOB_STAND_MAT_BRONZE&lt;br /&gt;
 BUILDJOB_STAND_MAT_STEEL&lt;br /&gt;
 BUILDJOB_STAND_MAT_IRON&lt;br /&gt;
 BUILDJOB_STAND_MAT_WOOD&lt;br /&gt;
 BUILDJOB_STAND_MAT_METAL&lt;br /&gt;
 BUILDJOB_RACKSTAND_ASSIGN&lt;br /&gt;
 BUILDJOB_RACKSTAND_FREE&lt;br /&gt;
 BUILDJOB_RACKSTAND_SIZE&lt;br /&gt;
 BUILDJOB_RACKSTAND_ITEM&lt;br /&gt;
 BUILDJOB_RACKSTAND_MAT&lt;br /&gt;
 BUILDJOB_RACKSTAND_DEFAULTS1&lt;br /&gt;
 BUILDJOB_RACKSTAND_KILL1&lt;br /&gt;
 BUILDJOB_RACKSTAND_DEFAULTS2&lt;br /&gt;
 BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
 STOCKPILE_SETTINGS_ENABLE&lt;br /&gt;
 STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
 STOCKPILE_SETTINGS_PERMIT_ALL&lt;br /&gt;
 STOCKPILE_SETTINGS_FORBID_ALL&lt;br /&gt;
 STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
 STOCKPILE_SETTINGS_FORBID_SUB&lt;br /&gt;
 STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
 STOCKPILE_SETTINGS_SPECIFIC2&lt;br /&gt;
 SQUAD_LOCK&lt;br /&gt;
 SQUAD_STATION&lt;br /&gt;
 SQUAD_CLEAR_PATROL&lt;br /&gt;
 SQUAD_PATROL&lt;br /&gt;
 SQUAD_ZOOM&lt;br /&gt;
 MOVIE_RECORD&lt;br /&gt;
 MOVIE_PLAY&lt;br /&gt;
 MOVIE_SAVE&lt;br /&gt;
 MOVIE_LOAD&lt;br /&gt;
 ASSIGNTRADE_VIEW&lt;br /&gt;
 ASSIGNTRADE_STRING&lt;br /&gt;
 ASSIGNTRADE_EXCLUDE_PROHIBITED&lt;br /&gt;
 ASSIGNTRADE_PENDING&lt;br /&gt;
 ASSIGNTRADE_SORT&lt;br /&gt;
 NOBLELIST_REPLACE&lt;br /&gt;
 NOBLELIST_SETTINGS&lt;br /&gt;
 NOBLELIST_VIEW_CANDIDATE&lt;br /&gt;
 A_BARTER_VIEW&lt;br /&gt;
 A_BARTER_CURRENCY_1&lt;br /&gt;
 A_BARTER_CURRENCY_2&lt;br /&gt;
 A_BARTER_CURRENCY_3&lt;br /&gt;
 A_BARTER_CURRENCY_4&lt;br /&gt;
 A_BARTER_CURRENCY_5&lt;br /&gt;
 A_BARTER_CURRENCY_6&lt;br /&gt;
 A_BARTER_CURRENCY_7&lt;br /&gt;
 A_BARTER_CURRENCY_8&lt;br /&gt;
 A_BARTER_CURRENCY_9&lt;br /&gt;
 A_BARTER_TRADE&lt;br /&gt;
 TRADE_VIEW&lt;br /&gt;
 TRADE_TRADE&lt;br /&gt;
 TRADE_OFFER&lt;br /&gt;
 TRADE_SEIZE&lt;br /&gt;
 STORES_VIEW&lt;br /&gt;
 STORES_ZOOM&lt;br /&gt;
 STORES_FORBID&lt;br /&gt;
 STORES_MELT&lt;br /&gt;
 STORES_DUMP&lt;br /&gt;
 STORES_HIDE&lt;br /&gt;
 MILITARY_ACTIVATE&lt;br /&gt;
 MILITARY_VIEW&lt;br /&gt;
 MILITARY_WEAPON&lt;br /&gt;
 MILITARY_ZOOM&lt;br /&gt;
 SQUADINFO_FOOD&lt;br /&gt;
 SQUADINFO_SLEEP&lt;br /&gt;
 SQUADINFO_WATER&lt;br /&gt;
 SQUADINFO_STAYCLOSE&lt;br /&gt;
 SQUADINFO_ATTACKWILDS&lt;br /&gt;
 SQUADINFO_STANDDOWN&lt;br /&gt;
 SQUADINFO_ZOOM&lt;br /&gt;
 UNITJOB_REMOVE_CRE&lt;br /&gt;
 UNITJOB_ZOOM_CRE&lt;br /&gt;
 UNITJOB_ZOOM_BUILD&lt;br /&gt;
 UNITJOB_VIEW&lt;br /&gt;
 UNITJOB_MANAGER&lt;br /&gt;
 MANAGER_NEW_ORDER&lt;br /&gt;
 MANAGER_REMOVE&lt;br /&gt;
 MANAGER_PROMOTE&lt;br /&gt;
 MANAGER_MAX&lt;br /&gt;
 MANAGER_WAGES&lt;br /&gt;
 PET_BUTCHER&lt;br /&gt;
 KITCHEN_COOK&lt;br /&gt;
 KITCHEN_BREW&lt;br /&gt;
 SETUPGAME_NEW&lt;br /&gt;
 SETUPGAME_VIEW&lt;br /&gt;
 SETUPGAME_CUSTOMIZE_UNIT&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE_ABORT&lt;br /&gt;
 SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
 SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
 CIVZONE_REMOVE&lt;br /&gt;
 CIVZONE_POND_OPTIONS&lt;br /&gt;
 CIVZONE_WATER_SOURCE&lt;br /&gt;
 CIVZONE_FISH&lt;br /&gt;
 CIVZONE_DUMP&lt;br /&gt;
 CIVZONE_POND&lt;br /&gt;
 CIVZONE_SAND_COLLECT&lt;br /&gt;
 CIVZONE_ACTIVE&lt;br /&gt;
 CIVZONE_MEETING&lt;br /&gt;
 CIVZONE_POND_WATER&lt;br /&gt;
 STOCKPILE_ANIMAL&lt;br /&gt;
 STOCKPILE_FOOD&lt;br /&gt;
 STOCKPILE_WEAPON&lt;br /&gt;
 STOCKPILE_ARMOR&lt;br /&gt;
 STOCKPILE_CUSTOM&lt;br /&gt;
 STOCKPILE_CUSTOM_SETTINGS&lt;br /&gt;
 STOCKPILE_FURNITURE&lt;br /&gt;
 STOCKPILE_GRAVEYARD&lt;br /&gt;
 STOCKPILE_REFUSE&lt;br /&gt;
 STOCKPILE_WOOD&lt;br /&gt;
 STOCKPILE_STONE&lt;br /&gt;
 STOCKPILE_GEM&lt;br /&gt;
 STOCKPILE_BARBLOCK&lt;br /&gt;
 STOCKPILE_CLOTH&lt;br /&gt;
 STOCKPILE_LEATHER&lt;br /&gt;
 STOCKPILE_AMMO&lt;br /&gt;
 STOCKPILE_COINS&lt;br /&gt;
 STOCKPILE_FINISHED&lt;br /&gt;
 STOCKPILE_NONE&lt;br /&gt;
 DESIGNATE_BITEM&lt;br /&gt;
 DESIGNATE_CLAIM&lt;br /&gt;
 DESIGNATE_UNCLAIM&lt;br /&gt;
 DESIGNATE_MELT&lt;br /&gt;
 DESIGNATE_NO_MELT&lt;br /&gt;
 DESIGNATE_DUMP&lt;br /&gt;
 DESIGNATE_NO_DUMP&lt;br /&gt;
 DESIGNATE_HIDE&lt;br /&gt;
 DESIGNATE_NO_HIDE&lt;br /&gt;
 DESIGNATE_TRAFFIC&lt;br /&gt;
 DESIGNATE_TRAFFIC_HIGH&lt;br /&gt;
 DESIGNATE_TRAFFIC_NORMAL&lt;br /&gt;
 DESIGNATE_TRAFFIC_LOW&lt;br /&gt;
 DESIGNATE_TRAFFIC_RESTRICTED&lt;br /&gt;
 DESIGNATE_TRAFFIC_INCREASE_WEIGHT&lt;br /&gt;
 DESIGNATE_TRAFFIC_DECREASE_WEIGHT&lt;br /&gt;
 DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE&lt;br /&gt;
 DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE&lt;br /&gt;
 DESIGNATE_DIG&lt;br /&gt;
 DESIGNATE_DIG_REMOVE_STAIRS_RAMPS&lt;br /&gt;
 DESIGNATE_STAIR_UP&lt;br /&gt;
 DESIGNATE_STAIR_DOWN&lt;br /&gt;
 DESIGNATE_STAIR_UPDOWN&lt;br /&gt;
 DESIGNATE_RAMP&lt;br /&gt;
 DESIGNATE_CHANNEL&lt;br /&gt;
 DESIGNATE_CHOP&lt;br /&gt;
 DESIGNATE_PLANTS&lt;br /&gt;
 DESIGNATE_SMOOTH&lt;br /&gt;
 DESIGNATE_ENGRAVE&lt;br /&gt;
 DESIGNATE_FORTIFY&lt;br /&gt;
 DESIGNATE_TOGGLE_ENGRAVING&lt;br /&gt;
 DESIGNATE_UNDO&lt;br /&gt;
 DESIGNATE_REMOVE_CONSTRUCTION&lt;br /&gt;
 BUILDING_DIM_Y_UP&lt;br /&gt;
 BUILDING_DIM_Y_DOWN&lt;br /&gt;
 BUILDING_DIM_X_UP&lt;br /&gt;
 BUILDING_DIM_X_DOWN&lt;br /&gt;
 BUILDING_ORIENT_UP&lt;br /&gt;
 BUILDING_ORIENT_LEFT&lt;br /&gt;
 BUILDING_ORIENT_RIGHT&lt;br /&gt;
 BUILDING_ORIENT_DOWN&lt;br /&gt;
 BUILDING_ORIENT_NONE&lt;br /&gt;
 BUILDING_VIEW_ITEM&lt;br /&gt;
 BUILDING_ADVANCE_STAGE&lt;br /&gt;
 BUILDING_EXPAND_CONTRACT&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_WATER&lt;br /&gt;
 BUILDING_TRIGGER_MIN_WATER_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_WATER_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_WATER_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_WATER_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_MAGMA&lt;br /&gt;
 BUILDING_TRIGGER_MIN_MAGMA_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_MAGMA_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_CREATURE&lt;br /&gt;
 BUILDING_TRIGGER_ENABLE_LOCALS&lt;br /&gt;
 BUILDING_TRIGGER_RESETS&lt;br /&gt;
 BUILDING_TRIGGER_MIN_SIZE_UP&lt;br /&gt;
 BUILDING_TRIGGER_MIN_SIZE_DOWN&lt;br /&gt;
 BUILDING_TRIGGER_MAX_SIZE_UP&lt;br /&gt;
 BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
 UNITVIEW_GEN&lt;br /&gt;
 UNITVIEW_INV&lt;br /&gt;
 UNITVIEW_PRF&lt;br /&gt;
 UNITVIEW_WND&lt;br /&gt;
 UNITVIEW_NEXT&lt;br /&gt;
 UNITVIEW_SLAUGHTER&lt;br /&gt;
 UNITVIEW_PRF_PROF&lt;br /&gt;
 UNITVIEW_PRF_PET&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER&lt;br /&gt;
 UNITVIEW_PRF_CASTLE&lt;br /&gt;
 UNITVIEW_PRF_ROYAL&lt;br /&gt;
 UNITVIEW_PRF_TOGGLESQUAD&lt;br /&gt;
 UNITVIEW_PRF_PET_HUNT&lt;br /&gt;
 UNITVIEW_PRF_PET_WAR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_UNARMED&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_AXE&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_CROSSBOW&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_HAMMER&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_MACE&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SPEAR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SWORD&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_WEAPONNUM&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_ARMOR&lt;br /&gt;
 UNITVIEW_PRF_SOLDIER_SHIELD&lt;br /&gt;
 UNITVIEW_PRF_VIEW&lt;br /&gt;
 STRING_A000&lt;br /&gt;
 STRING_A001&lt;br /&gt;
 STRING_A002&lt;br /&gt;
 STRING_A003&lt;br /&gt;
 STRING_A004&lt;br /&gt;
 STRING_A005&lt;br /&gt;
 STRING_A006&lt;br /&gt;
 STRING_A007&lt;br /&gt;
 STRING_A008&lt;br /&gt;
 STRING_A009&lt;br /&gt;
 STRING_A010&lt;br /&gt;
 STRING_A011&lt;br /&gt;
 STRING_A012&lt;br /&gt;
 STRING_A013&lt;br /&gt;
 STRING_A014&lt;br /&gt;
 STRING_A015&lt;br /&gt;
 STRING_A016&lt;br /&gt;
 STRING_A017&lt;br /&gt;
 STRING_A018&lt;br /&gt;
 STRING_A019&lt;br /&gt;
 STRING_A020&lt;br /&gt;
 STRING_A021&lt;br /&gt;
 STRING_A022&lt;br /&gt;
 STRING_A023&lt;br /&gt;
 STRING_A024&lt;br /&gt;
 STRING_A025&lt;br /&gt;
 STRING_A026&lt;br /&gt;
 STRING_A027&lt;br /&gt;
 STRING_A028&lt;br /&gt;
 STRING_A029&lt;br /&gt;
 STRING_A030&lt;br /&gt;
 STRING_A031&lt;br /&gt;
 STRING_A032&lt;br /&gt;
 STRING_A033&lt;br /&gt;
 STRING_A034&lt;br /&gt;
 STRING_A035&lt;br /&gt;
 STRING_A036&lt;br /&gt;
 STRING_A037&lt;br /&gt;
 STRING_A038&lt;br /&gt;
 STRING_A039&lt;br /&gt;
 STRING_A040&lt;br /&gt;
 STRING_A041&lt;br /&gt;
 STRING_A042&lt;br /&gt;
 STRING_A043&lt;br /&gt;
 STRING_A044&lt;br /&gt;
 STRING_A045&lt;br /&gt;
 STRING_A046&lt;br /&gt;
 STRING_A047&lt;br /&gt;
 STRING_A048&lt;br /&gt;
 STRING_A049&lt;br /&gt;
 STRING_A050&lt;br /&gt;
 STRING_A051&lt;br /&gt;
 STRING_A052&lt;br /&gt;
 STRING_A053&lt;br /&gt;
 STRING_A054&lt;br /&gt;
 STRING_A055&lt;br /&gt;
 STRING_A056&lt;br /&gt;
 STRING_A057&lt;br /&gt;
 STRING_A058&lt;br /&gt;
 STRING_A059&lt;br /&gt;
 STRING_A060&lt;br /&gt;
 STRING_A061&lt;br /&gt;
 STRING_A062&lt;br /&gt;
 STRING_A063&lt;br /&gt;
 STRING_A064&lt;br /&gt;
 STRING_A065&lt;br /&gt;
 STRING_A066&lt;br /&gt;
 STRING_A067&lt;br /&gt;
 STRING_A068&lt;br /&gt;
 STRING_A069&lt;br /&gt;
 STRING_A070&lt;br /&gt;
 STRING_A071&lt;br /&gt;
 STRING_A072&lt;br /&gt;
 STRING_A073&lt;br /&gt;
 STRING_A074&lt;br /&gt;
 STRING_A075&lt;br /&gt;
 STRING_A076&lt;br /&gt;
 STRING_A077&lt;br /&gt;
 STRING_A078&lt;br /&gt;
 STRING_A079&lt;br /&gt;
 STRING_A080&lt;br /&gt;
 STRING_A081&lt;br /&gt;
 STRING_A082&lt;br /&gt;
 STRING_A083&lt;br /&gt;
 STRING_A084&lt;br /&gt;
 STRING_A085&lt;br /&gt;
 STRING_A086&lt;br /&gt;
 STRING_A087&lt;br /&gt;
 STRING_A088&lt;br /&gt;
 STRING_A089&lt;br /&gt;
 STRING_A090&lt;br /&gt;
 STRING_A091&lt;br /&gt;
 STRING_A092&lt;br /&gt;
 STRING_A093&lt;br /&gt;
 STRING_A094&lt;br /&gt;
 STRING_A095&lt;br /&gt;
 STRING_A096&lt;br /&gt;
 STRING_A097&lt;br /&gt;
 STRING_A098&lt;br /&gt;
 STRING_A099&lt;br /&gt;
 STRING_A100&lt;br /&gt;
 STRING_A101&lt;br /&gt;
 STRING_A102&lt;br /&gt;
 STRING_A103&lt;br /&gt;
 STRING_A104&lt;br /&gt;
 STRING_A105&lt;br /&gt;
 STRING_A106&lt;br /&gt;
 STRING_A107&lt;br /&gt;
 STRING_A108&lt;br /&gt;
 STRING_A109&lt;br /&gt;
 STRING_A110&lt;br /&gt;
 STRING_A111&lt;br /&gt;
 STRING_A112&lt;br /&gt;
 STRING_A113&lt;br /&gt;
 STRING_A114&lt;br /&gt;
 STRING_A115&lt;br /&gt;
 STRING_A116&lt;br /&gt;
 STRING_A117&lt;br /&gt;
 STRING_A118&lt;br /&gt;
 STRING_A119&lt;br /&gt;
 STRING_A120&lt;br /&gt;
 STRING_A121&lt;br /&gt;
 STRING_A122&lt;br /&gt;
 STRING_A123&lt;br /&gt;
 STRING_A124&lt;br /&gt;
 STRING_A125&lt;br /&gt;
 STRING_A126&lt;br /&gt;
 STRING_A127&lt;br /&gt;
 STRING_A128&lt;br /&gt;
 STRING_A129&lt;br /&gt;
 STRING_A130&lt;br /&gt;
 STRING_A131&lt;br /&gt;
 STRING_A132&lt;br /&gt;
 STRING_A133&lt;br /&gt;
 STRING_A134&lt;br /&gt;
 STRING_A135&lt;br /&gt;
 STRING_A136&lt;br /&gt;
 STRING_A137&lt;br /&gt;
 STRING_A138&lt;br /&gt;
 STRING_A139&lt;br /&gt;
 STRING_A140&lt;br /&gt;
 STRING_A141&lt;br /&gt;
 STRING_A142&lt;br /&gt;
 STRING_A143&lt;br /&gt;
 STRING_A144&lt;br /&gt;
 STRING_A145&lt;br /&gt;
 STRING_A146&lt;br /&gt;
 STRING_A147&lt;br /&gt;
 STRING_A148&lt;br /&gt;
 STRING_A149&lt;br /&gt;
 STRING_A150&lt;br /&gt;
 STRING_A151&lt;br /&gt;
 STRING_A152&lt;br /&gt;
 STRING_A153&lt;br /&gt;
 STRING_A154&lt;br /&gt;
 STRING_A155&lt;br /&gt;
 STRING_A156&lt;br /&gt;
 STRING_A157&lt;br /&gt;
 STRING_A158&lt;br /&gt;
 STRING_A159&lt;br /&gt;
 STRING_A160&lt;br /&gt;
 STRING_A161&lt;br /&gt;
 STRING_A162&lt;br /&gt;
 STRING_A163&lt;br /&gt;
 STRING_A164&lt;br /&gt;
 STRING_A165&lt;br /&gt;
 STRING_A166&lt;br /&gt;
 STRING_A167&lt;br /&gt;
 STRING_A168&lt;br /&gt;
 STRING_A169&lt;br /&gt;
 STRING_A170&lt;br /&gt;
 STRING_A171&lt;br /&gt;
 STRING_A172&lt;br /&gt;
 STRING_A173&lt;br /&gt;
 STRING_A174&lt;br /&gt;
 STRING_A175&lt;br /&gt;
 STRING_A176&lt;br /&gt;
 STRING_A177&lt;br /&gt;
 STRING_A178&lt;br /&gt;
 STRING_A179&lt;br /&gt;
 STRING_A180&lt;br /&gt;
 STRING_A181&lt;br /&gt;
 STRING_A182&lt;br /&gt;
 STRING_A183&lt;br /&gt;
 STRING_A184&lt;br /&gt;
 STRING_A185&lt;br /&gt;
 STRING_A186&lt;br /&gt;
 STRING_A187&lt;br /&gt;
 STRING_A188&lt;br /&gt;
 STRING_A189&lt;br /&gt;
 STRING_A190&lt;br /&gt;
 STRING_A191&lt;br /&gt;
 STRING_A192&lt;br /&gt;
 STRING_A193&lt;br /&gt;
 STRING_A194&lt;br /&gt;
 STRING_A195&lt;br /&gt;
 STRING_A196&lt;br /&gt;
 STRING_A197&lt;br /&gt;
 STRING_A198&lt;br /&gt;
 STRING_A199&lt;br /&gt;
 STRING_A200&lt;br /&gt;
 STRING_A201&lt;br /&gt;
 STRING_A202&lt;br /&gt;
 STRING_A203&lt;br /&gt;
 STRING_A204&lt;br /&gt;
 STRING_A205&lt;br /&gt;
 STRING_A206&lt;br /&gt;
 STRING_A207&lt;br /&gt;
 STRING_A208&lt;br /&gt;
 STRING_A209&lt;br /&gt;
 STRING_A210&lt;br /&gt;
 STRING_A211&lt;br /&gt;
 STRING_A212&lt;br /&gt;
 STRING_A213&lt;br /&gt;
 STRING_A214&lt;br /&gt;
 STRING_A215&lt;br /&gt;
 STRING_A216&lt;br /&gt;
 STRING_A217&lt;br /&gt;
 STRING_A218&lt;br /&gt;
 STRING_A219&lt;br /&gt;
 STRING_A220&lt;br /&gt;
 STRING_A221&lt;br /&gt;
 STRING_A222&lt;br /&gt;
 STRING_A223&lt;br /&gt;
 STRING_A224&lt;br /&gt;
 STRING_A225&lt;br /&gt;
 STRING_A226&lt;br /&gt;
 STRING_A227&lt;br /&gt;
 STRING_A228&lt;br /&gt;
 STRING_A229&lt;br /&gt;
 STRING_A230&lt;br /&gt;
 STRING_A231&lt;br /&gt;
 STRING_A232&lt;br /&gt;
 STRING_A233&lt;br /&gt;
 STRING_A234&lt;br /&gt;
 STRING_A235&lt;br /&gt;
 STRING_A236&lt;br /&gt;
 STRING_A237&lt;br /&gt;
 STRING_A238&lt;br /&gt;
 STRING_A239&lt;br /&gt;
 STRING_A240&lt;br /&gt;
 STRING_A241&lt;br /&gt;
 STRING_A242&lt;br /&gt;
 STRING_A243&lt;br /&gt;
 STRING_A244&lt;br /&gt;
 STRING_A245&lt;br /&gt;
 STRING_A246&lt;br /&gt;
 STRING_A247&lt;br /&gt;
 STRING_A248&lt;br /&gt;
 STRING_A249&lt;br /&gt;
 STRING_A250&lt;br /&gt;
 STRING_A251&lt;br /&gt;
 STRING_A252&lt;br /&gt;
 STRING_A253&lt;br /&gt;
 STRING_A254&lt;br /&gt;
 STRING_A255&lt;br /&gt;
 Not Supported&lt;br /&gt;
 Ctrl+&lt;br /&gt;
 Alt+&lt;br /&gt;
 Shft+&lt;br /&gt;
 Backspace&lt;br /&gt;
 Tab&lt;br /&gt;
 Clear&lt;br /&gt;
 Enter&lt;br /&gt;
 Shift&lt;br /&gt;
 Ctrl&lt;br /&gt;
 Alt&lt;br /&gt;
 Pause&lt;br /&gt;
 Caps&lt;br /&gt;
 Escape&lt;br /&gt;
 Space&lt;br /&gt;
 Page Up&lt;br /&gt;
 Page Down&lt;br /&gt;
 End&lt;br /&gt;
 Up&lt;br /&gt;
 Right&lt;br /&gt;
 Down&lt;br /&gt;
 Print&lt;br /&gt;
 Execute&lt;br /&gt;
 Print Screen&lt;br /&gt;
 Insert&lt;br /&gt;
 Delete&lt;br /&gt;
 Numpad 0&lt;br /&gt;
 Numpad 1&lt;br /&gt;
 Numpad 2&lt;br /&gt;
 Numpad 3&lt;br /&gt;
 Numpad 4&lt;br /&gt;
 Numpad 5&lt;br /&gt;
 Numpad 6&lt;br /&gt;
 Numpad 7&lt;br /&gt;
 Numpad 8&lt;br /&gt;
 Numpad 9&lt;br /&gt;
 Separator&lt;br /&gt;
 Subtract&lt;br /&gt;
 Add&lt;br /&gt;
 Multiply&lt;br /&gt;
 Decimal&lt;br /&gt;
 Divide&lt;br /&gt;
 F1&lt;br /&gt;
 F2&lt;br /&gt;
 F3&lt;br /&gt;
 F4&lt;br /&gt;
 F5&lt;br /&gt;
 F6&lt;br /&gt;
 F7&lt;br /&gt;
 F8&lt;br /&gt;
 F9&lt;br /&gt;
 F10&lt;br /&gt;
 F11&lt;br /&gt;
 F12&lt;br /&gt;
 F13&lt;br /&gt;
 F14&lt;br /&gt;
 F15&lt;br /&gt;
 F16&lt;br /&gt;
 F17&lt;br /&gt;
 F18&lt;br /&gt;
 F19&lt;br /&gt;
 F20&lt;br /&gt;
 F21&lt;br /&gt;
 F22&lt;br /&gt;
 F23&lt;br /&gt;
 F24&lt;br /&gt;
 Numlock&lt;br /&gt;
 Scroll&lt;br /&gt;
 L Shift&lt;br /&gt;
 R Shift&lt;br /&gt;
 L Control&lt;br /&gt;
 R Control&lt;br /&gt;
 L Menu&lt;br /&gt;
 R Menu&lt;br /&gt;
 Key BA&lt;br /&gt;
 Plus&lt;br /&gt;
 Comma&lt;br /&gt;
 Minus&lt;br /&gt;
 Period&lt;br /&gt;
 Key BF&lt;br /&gt;
 Key C0&lt;br /&gt;
 Key DB&lt;br /&gt;
 Key DC&lt;br /&gt;
 Key DD&lt;br /&gt;
 Key DE&lt;br /&gt;
 Key DF&lt;br /&gt;
 Key E1&lt;br /&gt;
 Key E2&lt;br /&gt;
 Key E3&lt;br /&gt;
 Key E4&lt;br /&gt;
 Key E9&lt;br /&gt;
 Key EA&lt;br /&gt;
 Key EB&lt;br /&gt;
 Key EC&lt;br /&gt;
 Key ED&lt;br /&gt;
 Key EE&lt;br /&gt;
 Key EF&lt;br /&gt;
 Key F1&lt;br /&gt;
 Key F2&lt;br /&gt;
 Key F3&lt;br /&gt;
 Key F4&lt;br /&gt;
 Key F5&lt;br /&gt;
 Key Hangul/Kana&lt;br /&gt;
 Key Junja&lt;br /&gt;
 Key Final&lt;br /&gt;
 Key Hanja/Kanji&lt;br /&gt;
 Key Convert&lt;br /&gt;
 Key Nonconvert&lt;br /&gt;
 Key Accept&lt;br /&gt;
 Key Mode Change&lt;br /&gt;
 Key 92&lt;br /&gt;
 Key 93&lt;br /&gt;
 Key 94&lt;br /&gt;
 Key 95&lt;br /&gt;
 Key 96&lt;br /&gt;
 NOT_SUPPORTED&lt;br /&gt;
 CTRL+&lt;br /&gt;
 ALT+&lt;br /&gt;
 SHIFT+&lt;br /&gt;
 BACKSPACE&lt;br /&gt;
 TAB&lt;br /&gt;
 CLEAR&lt;br /&gt;
 ENTER&lt;br /&gt;
 SHIFT&lt;br /&gt;
 CTRL&lt;br /&gt;
 ALT&lt;br /&gt;
 PAUSE&lt;br /&gt;
 CAPS&lt;br /&gt;
 ESCAPE&lt;br /&gt;
 SPACE&lt;br /&gt;
 PAGEUP&lt;br /&gt;
 PAGEDOWN&lt;br /&gt;
 END&lt;br /&gt;
 HOME&lt;br /&gt;
 UP&lt;br /&gt;
 DOWN&lt;br /&gt;
 PRINT&lt;br /&gt;
 EXECUTE&lt;br /&gt;
 PRINTSCREEN&lt;br /&gt;
 INSERT&lt;br /&gt;
 DELETE&lt;br /&gt;
 NUMPAD0&lt;br /&gt;
 NUMPAD1&lt;br /&gt;
 NUMPAD2&lt;br /&gt;
 NUMPAD3&lt;br /&gt;
 NUMPAD4&lt;br /&gt;
 NUMPAD5&lt;br /&gt;
 NUMPAD6&lt;br /&gt;
 NUMPAD7&lt;br /&gt;
 NUMPAD8&lt;br /&gt;
 NUMPAD9&lt;br /&gt;
 SEPARATOR&lt;br /&gt;
 SUBTRACT&lt;br /&gt;
 ADD&lt;br /&gt;
 MULTIPLY&lt;br /&gt;
 DECIMAL&lt;br /&gt;
 DIVIDE&lt;br /&gt;
 NUMLOCK&lt;br /&gt;
 SCROLL&lt;br /&gt;
 LSHIFT&lt;br /&gt;
 RSHIFT&lt;br /&gt;
 LCTRL&lt;br /&gt;
 RCTRL&lt;br /&gt;
 LMENU&lt;br /&gt;
 RMENU&lt;br /&gt;
 KEYBA&lt;br /&gt;
 PLUS&lt;br /&gt;
 COMMA&lt;br /&gt;
 MINUS&lt;br /&gt;
 PERIOD&lt;br /&gt;
 KEYBF&lt;br /&gt;
 KEYC0&lt;br /&gt;
 KEYDB&lt;br /&gt;
 KEYDC&lt;br /&gt;
 KEYDD&lt;br /&gt;
 KEYDE&lt;br /&gt;
 KEYDF&lt;br /&gt;
 KEYE1&lt;br /&gt;
 KEYE2&lt;br /&gt;
 KEYE3&lt;br /&gt;
 KEYE4&lt;br /&gt;
 KEYE9&lt;br /&gt;
 KEYEA&lt;br /&gt;
 KEYEB&lt;br /&gt;
 KEYEC&lt;br /&gt;
 KEYED&lt;br /&gt;
 KEYEE&lt;br /&gt;
 KEYEF&lt;br /&gt;
 KEYF1&lt;br /&gt;
 KEYF2&lt;br /&gt;
 KEYF3&lt;br /&gt;
 KEYF4&lt;br /&gt;
 KEYF5&lt;br /&gt;
 KEYHANGULKANA&lt;br /&gt;
 KEYJUNJA&lt;br /&gt;
 KEYFINAL&lt;br /&gt;
 KEYHANJAKANJI&lt;br /&gt;
 KEYCONVERT&lt;br /&gt;
 KEYNONCONVERT&lt;br /&gt;
 KEYACCEPT&lt;br /&gt;
 KEYMODECHANGE&lt;br /&gt;
 KEY92&lt;br /&gt;
 KEY93&lt;br /&gt;
 KEY94&lt;br /&gt;
 KEY95&lt;br /&gt;
 KEY96&lt;br /&gt;
   Dwarf Fortress Options  &lt;br /&gt;
 Ending game...&lt;br /&gt;
 Really retire?  All active saves will be deleted.  (&lt;br /&gt;
  = yes, other = no)&lt;br /&gt;
 You will be saved for later use in the region.&lt;br /&gt;
 Really quit?  All active saves will be deleted.  (&lt;br /&gt;
 The region will be saved for later use.&lt;br /&gt;
 Return to Title Screen&lt;br /&gt;
 Return to Game&lt;br /&gt;
 Save Game&lt;br /&gt;
 Key Bindings&lt;br /&gt;
 Export Local Image&lt;br /&gt;
 Music and Sound&lt;br /&gt;
 Abort Game&lt;br /&gt;
 Succumb to the Invasion&lt;br /&gt;
 Abandon the Fortress&lt;br /&gt;
 Retire (or Rest a while) as a Peasant&lt;br /&gt;
 Finish Game&lt;br /&gt;
 Give in to Starvation&lt;br /&gt;
  (holding another's goods)&lt;br /&gt;
 NULL unit pointer on load&lt;br /&gt;
 NULL play unit on load: id #&lt;br /&gt;
 NULL item pointer on load&lt;br /&gt;
 NULL play item on load: id #&lt;br /&gt;
 NULL job pointer on load&lt;br /&gt;
 NULL building pointer on load&lt;br /&gt;
 NULL play building on load: id #&lt;br /&gt;
 Site&lt;br /&gt;
 Error 1&lt;br /&gt;
 Error 2&lt;br /&gt;
 Nuked Activity Reference&lt;br /&gt;
 Nuked Job Reference&lt;br /&gt;
 Nuked Unit Reference (Worker/Inventory)&lt;br /&gt;
 Nuked Building Reference (Party)&lt;br /&gt;
 Nuked Item Reference (General)&lt;br /&gt;
 Nuked Effect Reference&lt;br /&gt;
 Nuked Pet Info Reference (Pet)&lt;br /&gt;
 Nuked Pet Info Reference (Owner)&lt;br /&gt;
 Nuked Vermin Event Reference&lt;br /&gt;
 Nuked Vermin Reference (Escaped Pet)&lt;br /&gt;
 Nuked Entity Reference&lt;br /&gt;
 Nuked Plot Info Reference&lt;br /&gt;
 Nuked Viewscreen Reference&lt;br /&gt;
 Nuked Unit Reference (Item Wrestle)&lt;br /&gt;
 Nuked Hist Fig Reference&lt;br /&gt;
 Nuked Site Reference&lt;br /&gt;
 Nuked Artifact Reference&lt;br /&gt;
 Nuked Item Improvement Reference&lt;br /&gt;
 Nuked Coin Front Reference&lt;br /&gt;
 Nuked Coin Back Reference&lt;br /&gt;
 Nuked Detail Event Reference&lt;br /&gt;
 Nuked Subregion Reference&lt;br /&gt;
 Nuked Art Image Reference&lt;br /&gt;
 Nuked Creature Def Reference&lt;br /&gt;
 NULL JOB ITEM (1): &lt;br /&gt;
 NULL JOB ITEM (2): &lt;br /&gt;
 NULL item projectile loaded&lt;br /&gt;
 NULL unit projectile loaded&lt;br /&gt;
 Civ Zone &lt;br /&gt;
 : Null Unit Assignment (Id &lt;br /&gt;
 : Null Item Assignment (Id &lt;br /&gt;
 Cage: Null Unit Assignment&lt;br /&gt;
 Cage: Null Item Assignment&lt;br /&gt;
 NULL Aid Requester&lt;br /&gt;
 NULL Royal Guard&lt;br /&gt;
 NULL Fortress Guard&lt;br /&gt;
 current&lt;br /&gt;
 /world.sav&lt;br /&gt;
   Dwarf Fortress Options: Save Game  &lt;br /&gt;
 Saving...&lt;br /&gt;
   Dwarf Fortress Options: Key Bindings  &lt;br /&gt;
  - Export to txt&lt;br /&gt;
  and a key&lt;br /&gt;
 to change a key binding.&lt;br /&gt;
 [DISPLAY_STRING:&lt;br /&gt;
 NO_FILE&lt;br /&gt;
 data/help/&lt;br /&gt;
 : Customize Nickname&lt;br /&gt;
 , `&lt;br /&gt;
 '&lt;br /&gt;
 : Customize Profession Name&lt;br /&gt;
 : Done with string entry&lt;br /&gt;
 : Abort string entry&lt;br /&gt;
 This creature&lt;br /&gt;
  is non-hostile.&lt;br /&gt;
  is a skulking perpetrator of mischief.&lt;br /&gt;
  is a minion of evil.&lt;br /&gt;
  is a brutal enemy of your kind.&lt;br /&gt;
  is of the wilderness.&lt;br /&gt;
  is of the walking dead.&lt;br /&gt;
  is crazed!&lt;br /&gt;
  is an invader.&lt;br /&gt;
  is from the depths of the underworld.&lt;br /&gt;
  is an uninvited guest.&lt;br /&gt;
  is a current resident.&lt;br /&gt;
  is from the river.&lt;br /&gt;
  is from the underground river.&lt;br /&gt;
  is from the underground pool.&lt;br /&gt;
  is from the magma pool.&lt;br /&gt;
  is from the magma pipe.&lt;br /&gt;
  is from the chasm.&lt;br /&gt;
  is from the deep pit.&lt;br /&gt;
  is from the underworld.&lt;br /&gt;
  is from a mysterious place.&lt;br /&gt;
 Account:&lt;br /&gt;
 Owned Objects:&lt;br /&gt;
 Holdings:&lt;br /&gt;
 Needs: &lt;br /&gt;
 No&lt;br /&gt;
 Chest&lt;br /&gt;
 Demands:&lt;br /&gt;
 Throne Room/Office&lt;br /&gt;
 Bedroom&lt;br /&gt;
 Mandates:&lt;br /&gt;
 Export of &lt;br /&gt;
 Make &lt;br /&gt;
 Complete &lt;br /&gt;
  Jobs&lt;br /&gt;
  Prohibited&lt;br /&gt;
 : View thoughts and preferences.&lt;br /&gt;
 : View relationships.&lt;br /&gt;
 : View kills.&lt;br /&gt;
 : Customize.&lt;br /&gt;
 data/sound/&lt;br /&gt;
 .ogg&lt;br /&gt;
   Moving Records  &lt;br /&gt;
 : Start recording (active record is erased, stops when you return here)&lt;br /&gt;
 : Play the active moving record&lt;br /&gt;
 : Save the active moving record (you will be prompted for a name)&lt;br /&gt;
 : Load a moving record&lt;br /&gt;
 data/movies/&lt;br /&gt;
 .cmv&lt;br /&gt;
 data/movies/*.cmv&lt;br /&gt;
 ecwe&lt;br /&gt;
 hlaas&lt;br /&gt;
 ** Loading Fortress **&lt;br /&gt;
 ** Loading Adventurer **&lt;br /&gt;
 stalled activity removed&lt;br /&gt;
 duplicate activity removed&lt;br /&gt;
   Dwarf Fortress Options: Load Game  &lt;br /&gt;
 Unknown Type Error&lt;br /&gt;
 Folder: &lt;br /&gt;
 There are no active games.&lt;br /&gt;
 Loading game...&lt;br /&gt;
 Mine&lt;br /&gt;
 Channel&lt;br /&gt;
 Remove Up Stairs/Ramps&lt;br /&gt;
 Upward Stairway&lt;br /&gt;
 Downward Stairway&lt;br /&gt;
 Up/Down Stairway&lt;br /&gt;
 Upward Ramp&lt;br /&gt;
 Chop Down Trees&lt;br /&gt;
 Gather Plants&lt;br /&gt;
 Smooth Stone&lt;br /&gt;
 Engrave Stone&lt;br /&gt;
 Carve Fortifications&lt;br /&gt;
 Toggle Engravings&lt;br /&gt;
 Remove Designation&lt;br /&gt;
 unprepared &lt;br /&gt;
 Standard&lt;br /&gt;
 Well-crafted&lt;br /&gt;
 Finely-crafted&lt;br /&gt;
 Superior Quality&lt;br /&gt;
 Exceptional&lt;br /&gt;
 Masterwork&lt;br /&gt;
 Artifact&lt;br /&gt;
 Fresh Raw Hide&lt;br /&gt;
 Rotten Raw Hide&lt;br /&gt;
  chitin&lt;br /&gt;
  leather&lt;br /&gt;
  silk&lt;br /&gt;
 Allow Plant/Animal&lt;br /&gt;
 Allow Non-Plant/Animal&lt;br /&gt;
 Use Seed&lt;br /&gt;
 Yes&lt;br /&gt;
  Seed&lt;br /&gt;
 Use History Seed&lt;br /&gt;
 Use Name Seed&lt;br /&gt;
 End Year&lt;br /&gt;
 Population Cap After Civ Creation&lt;br /&gt;
 No Cap&lt;br /&gt;
 Percentage Beasts Dead For Stoppage&lt;br /&gt;
 Ignore&lt;br /&gt;
 Year to Begin Checking Megabeast Percentage&lt;br /&gt;
 Cull Unimportant Historical Figures&lt;br /&gt;
 Reveal All Historical Events&lt;br /&gt;
 Minimum &lt;br /&gt;
 Maximum &lt;br /&gt;
  X-Variance&lt;br /&gt;
  Y-Variance&lt;br /&gt;
 Elevation Mesh Size&lt;br /&gt;
 2 x 2&lt;br /&gt;
 4 x 4&lt;br /&gt;
 8 x 8&lt;br /&gt;
 16 x 16&lt;br /&gt;
 32 x 32&lt;br /&gt;
  Elevation Weighted Range (&lt;br /&gt;
 Rain Mesh Size&lt;br /&gt;
  Rain Weighted Range (&lt;br /&gt;
 Drainage Mesh Size&lt;br /&gt;
  Drainage Weighted Range (&lt;br /&gt;
 Savagery Mesh Size&lt;br /&gt;
  Savagery Weighted Range (&lt;br /&gt;
 Temperature Mesh Size&lt;br /&gt;
  Temperature Weighted Range (&lt;br /&gt;
 Volcanism Mesh Size&lt;br /&gt;
  Volcanism Weighted Range (&lt;br /&gt;
 Minimum Mountain Peak Number&lt;br /&gt;
 Minimum Edge Oceans&lt;br /&gt;
 Minimum Volcano Number&lt;br /&gt;
 Desired Good Square Count in Small Subregions&lt;br /&gt;
 Desired Good Square Count in Medium Subregions&lt;br /&gt;
 Desired Good Square Count in Large Subregions&lt;br /&gt;
 Desired Evil Square Count in Small Subregions&lt;br /&gt;
 Desired Evil Square Count in Medium Subregions&lt;br /&gt;
 Desired Evil Square Count in Large Subregions&lt;br /&gt;
 Minimum Initial &lt;br /&gt;
  Square Count&lt;br /&gt;
  Region Count&lt;br /&gt;
 Minimum Final &lt;br /&gt;
 Erosion Cycle Count&lt;br /&gt;
 Minimum River Start Locations (Pre-Erosion)&lt;br /&gt;
 Desired River Start Locations (Post-Erosion)&lt;br /&gt;
 Periodically Erode Extreme Cliffs&lt;br /&gt;
 Do Orographic Precipitation and Rain Shadows&lt;br /&gt;
 Maximum Number of Subregions&lt;br /&gt;
 Minimum Natural Cave Size&lt;br /&gt;
 Maximum Natural Cave Size&lt;br /&gt;
 Number of Mountain Caves&lt;br /&gt;
 Number of Non-Mountain Caves&lt;br /&gt;
 Make Caves Visible&lt;br /&gt;
 Allow Init Embark Options to Show Underground Rivers&lt;br /&gt;
 Always&lt;br /&gt;
 Only in Finder&lt;br /&gt;
 Allow Init Embark Options to Show Underground Pools&lt;br /&gt;
 Allow Init Embark Options to Show Magma Pools&lt;br /&gt;
 Allow Init Embark Options to Show All Magma Pipes&lt;br /&gt;
 Allow Init Embark Options to Show Chasms&lt;br /&gt;
 Allow Init Embark Options to Show Bottomless Pits&lt;br /&gt;
 Allow Init Embark Options to Show Other Map Features&lt;br /&gt;
 Allow Init Embark Options to Show Tunnels&lt;br /&gt;
 Number of Civilizations&lt;br /&gt;
 Playable Civilization Required&lt;br /&gt;
 Minimum Number of Mid-Elevation Squares&lt;br /&gt;
 Minimum Number of Low-Elevation Squares&lt;br /&gt;
 Minimum Number of High-Elevation Squares&lt;br /&gt;
 Minimum Number of Mid-Rain Squares&lt;br /&gt;
 Minimum Number of Low-Rain Squares&lt;br /&gt;
 Minimum Number of High-Rain Squares&lt;br /&gt;
 Minimum Number of Mid-Drainage Squares&lt;br /&gt;
 Minimum Number of Low-Drainage Squares&lt;br /&gt;
 Minimum Number of High-Drainage Squares&lt;br /&gt;
 Minimum Number of Mid-Savagery Squares&lt;br /&gt;
 Minimum Number of Low-Savagery Squares&lt;br /&gt;
 Minimum Number of High-Savagery Squares&lt;br /&gt;
 Minimum Number of Mid-Volcanism Squares&lt;br /&gt;
 Minimum Number of Low-Volcanism Squares&lt;br /&gt;
 Minimum Number of High-Volcanism Squares&lt;br /&gt;
   Stockpile Settings  &lt;br /&gt;
 Food&lt;br /&gt;
 Furniture/Siege Ammo&lt;br /&gt;
 Graveyard&lt;br /&gt;
 Refuse&lt;br /&gt;
 Coins&lt;br /&gt;
 Bars/Blocks&lt;br /&gt;
 Gems&lt;br /&gt;
 Finished Goods&lt;br /&gt;
 Weapons/Trap Comps&lt;br /&gt;
 Additional Options&lt;br /&gt;
 Unprepared Fish&lt;br /&gt;
 Drink (Plant)&lt;br /&gt;
 Drink (Animal)&lt;br /&gt;
 Cheese (Plant)&lt;br /&gt;
 Cheese (Animal)&lt;br /&gt;
 Leaves&lt;br /&gt;
 Milled Plant&lt;br /&gt;
 Bone Meal&lt;br /&gt;
 Fat&lt;br /&gt;
 Extract (Plant)&lt;br /&gt;
 Extract (Animal)&lt;br /&gt;
 Misc. Liquid&lt;br /&gt;
 Item Types&lt;br /&gt;
 Corpses&lt;br /&gt;
 Body Parts&lt;br /&gt;
 Type&lt;br /&gt;
 Material&lt;br /&gt;
 Metals&lt;br /&gt;
 Other Materials&lt;br /&gt;
 Bars&lt;br /&gt;
 Bars: Metal&lt;br /&gt;
 Blocks&lt;br /&gt;
 Blocks: Metal&lt;br /&gt;
 Metal Ores&lt;br /&gt;
 Economic&lt;br /&gt;
 Rough Glass&lt;br /&gt;
 Cut Glass&lt;br /&gt;
 Rough Gem&lt;br /&gt;
 Cut Gem&lt;br /&gt;
 Body&lt;br /&gt;
 Head&lt;br /&gt;
 Feet&lt;br /&gt;
 Hands&lt;br /&gt;
 Legs&lt;br /&gt;
 Shield&lt;br /&gt;
 Core Quality&lt;br /&gt;
 Total Quality&lt;br /&gt;
 : Toggle&lt;br /&gt;
 : Enable&lt;br /&gt;
 : Disable&lt;br /&gt;
 Mill Products&lt;br /&gt;
 Fats&lt;br /&gt;
 Liquids&lt;br /&gt;
 Types&lt;br /&gt;
 Corpse&lt;br /&gt;
 Silk Thread&lt;br /&gt;
 Plant Thread&lt;br /&gt;
 Silk Cloth&lt;br /&gt;
 Plant Cloth&lt;br /&gt;
 Trap Comps&lt;br /&gt;
 Qualities&lt;br /&gt;
 Empty Cages&lt;br /&gt;
 Empty Animals Traps&lt;br /&gt;
 Sand Bag&lt;br /&gt;
 Usable&lt;br /&gt;
 Unusable&lt;br /&gt;
 : Allow All&lt;br /&gt;
 : Block All&lt;br /&gt;
 : Permit &lt;br /&gt;
 : Forbid &lt;br /&gt;
 : View Biomes&lt;br /&gt;
  x &lt;br /&gt;
 Brush Radius &lt;br /&gt;
 Smoothing Brush&lt;br /&gt;
 Normal Brush&lt;br /&gt;
 ELEV&lt;br /&gt;
 TEMP&lt;br /&gt;
 DRAIN&lt;br /&gt;
 SAV&lt;br /&gt;
 VOLC&lt;br /&gt;
 (View)&lt;br /&gt;
 Brush = &lt;br /&gt;
 Painting&lt;br /&gt;
 Not painting&lt;br /&gt;
 Will be saved&lt;br /&gt;
 Randomize at gen&lt;br /&gt;
 : Type Value&lt;br /&gt;
 : Nullify Value&lt;br /&gt;
 : Decrease Value&lt;br /&gt;
 : Increase Value&lt;br /&gt;
 Range: &lt;br /&gt;
 : Set Preset Field Values&lt;br /&gt;
   Export Local Image  &lt;br /&gt;
 Your Units&lt;br /&gt;
 Buildings&lt;br /&gt;
 : Export Image&lt;br /&gt;
 local_map&lt;br /&gt;
 -param-&lt;br /&gt;
 Created in DF &lt;br /&gt;
   Music and Sound Options  &lt;br /&gt;
 Volume: &lt;br /&gt;
 /255&lt;br /&gt;
 =========&lt;br /&gt;
 ---------&lt;br /&gt;
  or left-click: Change volume.  &lt;br /&gt;
 : Done.&lt;br /&gt;
   Relationships of &lt;br /&gt;
 Pet&lt;br /&gt;
 Spouse&lt;br /&gt;
 Mother&lt;br /&gt;
 Father&lt;br /&gt;
 Lover&lt;br /&gt;
 Child&lt;br /&gt;
 Friend&lt;br /&gt;
 Grudge&lt;br /&gt;
 Deity&lt;br /&gt;
 Force&lt;br /&gt;
 Object of Worship&lt;br /&gt;
 Long-term Acquaintance&lt;br /&gt;
 Passing Acquaintance&lt;br /&gt;
 : Back to Main&lt;br /&gt;
   Workshop Profile  &lt;br /&gt;
 Permitted Workers&lt;br /&gt;
 : Permit All&lt;br /&gt;
 : Min - &lt;br /&gt;
 : Max - &lt;br /&gt;
  for more&lt;br /&gt;
  to close window&lt;br /&gt;
&lt;br /&gt;
  has created a masterpiece!&lt;br /&gt;
 [P]&lt;br /&gt;
 This is&lt;br /&gt;
  a&lt;br /&gt;
 n&lt;br /&gt;
 This is a stack of&lt;br /&gt;
 These are &lt;br /&gt;
  bundles of&lt;br /&gt;
 This is a bundle of&lt;br /&gt;
  well-prepared&lt;br /&gt;
  finely-prepared&lt;br /&gt;
  superiorly prepared&lt;br /&gt;
  exceptional prepared&lt;br /&gt;
  masterfully prepared&lt;br /&gt;
  well-crafted&lt;br /&gt;
  finely-crafted&lt;br /&gt;
  superior quality&lt;br /&gt;
  exceptional&lt;br /&gt;
  masterful&lt;br /&gt;
  created by an unknown artisan&lt;br /&gt;
 All &lt;br /&gt;
 craftsman&lt;br /&gt;
 ship is of the highest quality.  &lt;br /&gt;
 The ingredients are &lt;br /&gt;
 well-&lt;br /&gt;
 finely &lt;br /&gt;
 superiorly &lt;br /&gt;
 exceptionally &lt;br /&gt;
 masterfully &lt;br /&gt;
 minced &lt;br /&gt;
 cooked &lt;br /&gt;
 It is &lt;br /&gt;
 encrusted with&lt;br /&gt;
 studded with&lt;br /&gt;
 decorated with&lt;br /&gt;
 well-crafted &lt;br /&gt;
 finely-crafted &lt;br /&gt;
 superior quality &lt;br /&gt;
 exceptionally worked &lt;br /&gt;
 masterfully worked &lt;br /&gt;
  by an unknown artist&lt;br /&gt;
 encircled with bands of &lt;br /&gt;
 The handle is made from &lt;br /&gt;
 This object &lt;br /&gt;
 is adorned with hanging rings of &lt;br /&gt;
 menaces with spikes of &lt;br /&gt;
 It is made from &lt;br /&gt;
 The thread is &lt;br /&gt;
 gray&lt;br /&gt;
 superbly &lt;br /&gt;
 colored&lt;br /&gt;
 This object is showing some wear.  &lt;br /&gt;
 This object is threadbare.  &lt;br /&gt;
 This object is in tatters.  &lt;br /&gt;
 This object is heavily worn.  &lt;br /&gt;
 This object is mangled.  &lt;br /&gt;
 &amp;amp;r&lt;br /&gt;
 You gain possession of the &lt;br /&gt;
  remains stuck in your &lt;br /&gt;
 You maintain possession of the &lt;br /&gt;
  is torn from your &lt;br /&gt;
 You've lost possession of the &lt;br /&gt;
 null item load -- type: &lt;br /&gt;
 your &lt;br /&gt;
 's &lt;br /&gt;
 Seed&lt;br /&gt;
 Cheese&lt;br /&gt;
 Spice&lt;br /&gt;
 Mill&lt;br /&gt;
 Rendered Fat&lt;br /&gt;
  Barrel&lt;br /&gt;
  &amp;lt;#&lt;br /&gt;
 &amp;gt;&lt;br /&gt;
 Coin&lt;br /&gt;
 Bar/Block&lt;br /&gt;
  Bin&lt;br /&gt;
 aquarium&lt;br /&gt;
 exceptional &lt;br /&gt;
 masterful &lt;br /&gt;
  cloth&lt;br /&gt;
  woven by &lt;br /&gt;
&lt;br /&gt;
 BOLT&lt;br /&gt;
 ITEM_WEAPON&lt;br /&gt;
 ITEM_TOY&lt;br /&gt;
 ITEM_INSTRUMENT&lt;br /&gt;
 ITEM_TRAPCOMP&lt;br /&gt;
 ITEM_ARMOR&lt;br /&gt;
 ITEM_AMMO&lt;br /&gt;
 ITEM_SIEGEAMMO&lt;br /&gt;
 ITEM_GLOVES&lt;br /&gt;
 ITEM_SHOES&lt;br /&gt;
 ITEM_SHIELD&lt;br /&gt;
 ITEM_HELM&lt;br /&gt;
 ITEM_PANTS&lt;br /&gt;
 ITEM_FOOD&lt;br /&gt;
 Unrecognized Item Definition Token: &lt;br /&gt;
 ADJECTIVE&lt;br /&gt;
 DAMAGE&lt;br /&gt;
 WEIGHT&lt;br /&gt;
 STICK_CHANCE&lt;br /&gt;
 SKILL&lt;br /&gt;
 RANGED&lt;br /&gt;
 CRIT_BOOST&lt;br /&gt;
 TWO_HANDED&lt;br /&gt;
 MINIMUM_SIZE&lt;br /&gt;
 CAN_STONE&lt;br /&gt;
 MATERIAL_SIZE&lt;br /&gt;
 Unrecognized Item Definition (Weapon) Token: &lt;br /&gt;
 HARD_MAT&lt;br /&gt;
 Unrecognized Item Definition (Toy) Token: &lt;br /&gt;
 Unrecognized Item Definition (Instrument) Token: &lt;br /&gt;
 HITS&lt;br /&gt;
 IS_SCREW&lt;br /&gt;
 IS_SPIKE&lt;br /&gt;
 Unrecognized Item Definition (Trap Component) Token: &lt;br /&gt;
 SOFT&lt;br /&gt;
 HARD&lt;br /&gt;
 BARRED&lt;br /&gt;
 SCALED&lt;br /&gt;
 SHAPED&lt;br /&gt;
 LAYER_SIZE&lt;br /&gt;
 LAYER_PERMIT&lt;br /&gt;
 LAYER&lt;br /&gt;
 OVER&lt;br /&gt;
 UNDER&lt;br /&gt;
 COVER&lt;br /&gt;
 COVERAGE&lt;br /&gt;
 PREPLURAL&lt;br /&gt;
 MATERIAL_PLACEHOLDER&lt;br /&gt;
 VALUE&lt;br /&gt;
 ARMORLEVEL&lt;br /&gt;
 UBSTEP&lt;br /&gt;
 MAX&lt;br /&gt;
 LBSTEP&lt;br /&gt;
 METAL_ARMOR_LEVELS&lt;br /&gt;
 MAINBLOCK&lt;br /&gt;
 SECONDBLOCK&lt;br /&gt;
 Unrecognized Item Definition (Armor) Token: &lt;br /&gt;
 CLASS&lt;br /&gt;
 Unrecognized Item Definition (Ammo) Token: &lt;br /&gt;
 Unrecognized Item Definition (Siege Ammo) Token: &lt;br /&gt;
 BLOCKPOWER&lt;br /&gt;
 UPSTEP&lt;br /&gt;
 Unrecognized Item Definition (Gloves) Token: &lt;br /&gt;
 Unrecognized Item Definition (Shoes) Token: &lt;br /&gt;
 BLOCKCHANCE&lt;br /&gt;
 Unrecognized Item Definition (Shield) Token: &lt;br /&gt;
 Unrecognized Item Definition (Helm) Token: &lt;br /&gt;
 CHAIN_METAL&lt;br /&gt;
 Unrecognized Item Definition (Pants) Token: &lt;br /&gt;
 LEVEL&lt;br /&gt;
 Unrecognized Item Definition (Food) Token: &lt;br /&gt;
&lt;br /&gt;
 DOUBLE TAGGED ITEM: &lt;br /&gt;
 Construct Building&lt;br /&gt;
 Butcher an Animal&lt;br /&gt;
 Catch Live Fish&lt;br /&gt;
 Catch Live Land Animal&lt;br /&gt;
 Prepare a Raw Fish&lt;br /&gt;
 Mill Plants&lt;br /&gt;
 Process Plants&lt;br /&gt;
 Milk Creature&lt;br /&gt;
 Make Cheese&lt;br /&gt;
 Process Plants (Vial)&lt;br /&gt;
 Process Plants (Bag)&lt;br /&gt;
 Process Plants (Barrel)&lt;br /&gt;
 Make Lye&lt;br /&gt;
 Make Potash From Lye&lt;br /&gt;
 Make Potash From Ash&lt;br /&gt;
 Make Soap&lt;br /&gt;
 Make Pearlash&lt;br /&gt;
 Prepare Easy Meal&lt;br /&gt;
 Prepare Fine Meal&lt;br /&gt;
 Prepare Lavish Meal&lt;br /&gt;
 Brew Drink&lt;br /&gt;
 Extract from Plants&lt;br /&gt;
 Extract from Raw Fish&lt;br /&gt;
 Extract from Land Animal&lt;br /&gt;
 Unchain Pet&lt;br /&gt;
 Releasing Pet&lt;br /&gt;
 Recover Pet&lt;br /&gt;
 Pit/Pond Large Animal&lt;br /&gt;
 Pit/Pond Small Animal&lt;br /&gt;
 Drain Aquarium&lt;br /&gt;
 Fill Aquarium&lt;br /&gt;
 Fill Pond&lt;br /&gt;
 Trade at Depot&lt;br /&gt;
 Chain Animal&lt;br /&gt;
 Slaughter Animal&lt;br /&gt;
 Unchain Animal&lt;br /&gt;
 Tame &lt;br /&gt;
 a Large Animal&lt;br /&gt;
 Tame a Small Animal&lt;br /&gt;
 Mint &lt;br /&gt;
  Coins&lt;br /&gt;
 Cut &lt;br /&gt;
 Decorate With &lt;br /&gt;
 Stud With &lt;br /&gt;
 Encrust &lt;br /&gt;
  With &lt;br /&gt;
 Collect Sand&lt;br /&gt;
 Construct &lt;br /&gt;
  Blocks&lt;br /&gt;
 Make Raw &lt;br /&gt;
  Portal&lt;br /&gt;
  Hatch Cover&lt;br /&gt;
  Grate&lt;br /&gt;
  Box&lt;br /&gt;
 Forge &lt;br /&gt;
 Make Totem&lt;br /&gt;
  Terrarium&lt;br /&gt;
  Cage&lt;br /&gt;
  Waterskin&lt;br /&gt;
  Vial&lt;br /&gt;
  Flask&lt;br /&gt;
  Cup&lt;br /&gt;
  Mug&lt;br /&gt;
  Goblet&lt;br /&gt;
  Instrument&lt;br /&gt;
  Toy&lt;br /&gt;
  Tube&lt;br /&gt;
  Pipe Section&lt;br /&gt;
  Bucket&lt;br /&gt;
  Backpack&lt;br /&gt;
  Quiver&lt;br /&gt;
 Bait Trap with &lt;br /&gt;
  Ballista Arrow Head&lt;br /&gt;
 Assemble &lt;br /&gt;
 Construct&lt;br /&gt;
  Catapult Parts&lt;br /&gt;
  Mechanisms&lt;br /&gt;
  Ballista Parts&lt;br /&gt;
  Anvil&lt;br /&gt;
  Bed&lt;br /&gt;
  Quern&lt;br /&gt;
  Millstone&lt;br /&gt;
 Train Hunting Animal&lt;br /&gt;
 Train War Animal&lt;br /&gt;
 Make Charcoal&lt;br /&gt;
 Make Ash&lt;br /&gt;
 Smelt&lt;br /&gt;
 Smelt &lt;br /&gt;
  Ore&lt;br /&gt;
 Melt a Metal Object&lt;br /&gt;
 Extract Metal Strands&lt;br /&gt;
 Dye Thread&lt;br /&gt;
 Dye Cloth&lt;br /&gt;
 Sew &lt;br /&gt;
  Image&lt;br /&gt;
 Tan a Hide&lt;br /&gt;
 Render Fat&lt;br /&gt;
 Collect Webs&lt;br /&gt;
 Weave Metal Cloth&lt;br /&gt;
 Weave Thread into Silk&lt;br /&gt;
 Weave Thread into Cloth&lt;br /&gt;
  (Dyed Only)&lt;br /&gt;
 Harvest Plants&lt;br /&gt;
 Plant Seeds&lt;br /&gt;
 Fertilize Field&lt;br /&gt;
 Pull the Lever&lt;br /&gt;
 Link a Building to Trigger&lt;br /&gt;
 Carve Fortification&lt;br /&gt;
 Detail Wall&lt;br /&gt;
 Detail Floor&lt;br /&gt;
 Remove Stairs/Ramps&lt;br /&gt;
 Carve Upward Staircase&lt;br /&gt;
 Carve Downward Staircase&lt;br /&gt;
 Carve Up/Down Staircase&lt;br /&gt;
 Carve Ramp&lt;br /&gt;
 Dig Channel&lt;br /&gt;
 Fell Tree&lt;br /&gt;
 Bring Item to Shop&lt;br /&gt;
 Bring Item to Depot&lt;br /&gt;
 Eat&lt;br /&gt;
 Get Provisions&lt;br /&gt;
 Fill Waterskin&lt;br /&gt;
 Sleep&lt;br /&gt;
 Kidnap&lt;br /&gt;
 Hunt&lt;br /&gt;
 Starting Fist Fight&lt;br /&gt;
 Hunt for Small Creature&lt;br /&gt;
 Collect Taxes&lt;br /&gt;
 Guard Tax Collector&lt;br /&gt;
 Return Kill&lt;br /&gt;
 Go Shopping&lt;br /&gt;
 Shooting at Archery Range&lt;br /&gt;
 Sparring in Barracks&lt;br /&gt;
 Store Owned Item&lt;br /&gt;
 Pickup Equipment&lt;br /&gt;
 Strange Mood&lt;br /&gt;
 Clean Trap&lt;br /&gt;
 Load Catapult&lt;br /&gt;
 Load Ballista&lt;br /&gt;
 Fire Catapult&lt;br /&gt;
 Fire Ballista&lt;br /&gt;
 Load Cage Trap&lt;br /&gt;
 Load Stone Trap&lt;br /&gt;
 Load Weapon Trap&lt;br /&gt;
 Cast Spell&lt;br /&gt;
 SYMBOL&lt;br /&gt;
 NOUN&lt;br /&gt;
 PREFIX&lt;br /&gt;
 VERB&lt;br /&gt;
 ADJ_DIST&lt;br /&gt;
 THE_NOUN_SING&lt;br /&gt;
 THE_NOUN_PLUR&lt;br /&gt;
 THE_COMPOUND_NOUN_SING&lt;br /&gt;
 THE_COMPOUND_NOUN_PLUR&lt;br /&gt;
 THE_COMPOUND_ADJ&lt;br /&gt;
 OF_NOUN_SING&lt;br /&gt;
 OF_NOUN_PLUR&lt;br /&gt;
 FRONT_COMPOUND_NOUN_SING&lt;br /&gt;
 FRONT_COMPOUND_NOUN_PLUR&lt;br /&gt;
 REAR_COMPOUND_NOUN_SING&lt;br /&gt;
 REAR_COMPOUND_NOUN_PLUR&lt;br /&gt;
 FRONT_COMPOUND_ADJ&lt;br /&gt;
 REAR_COMPOUND_ADJ&lt;br /&gt;
 FRONT_COMPOUND_PREFIX&lt;br /&gt;
 THE_COMPOUND_PREFIX&lt;br /&gt;
 STANDARD_VERB&lt;br /&gt;
 Unrecognized Word Token: &lt;br /&gt;
 S_WORD&lt;br /&gt;
 Unrecognized Symbol Token: &lt;br /&gt;
 T_WORD&lt;br /&gt;
 Unrecognized Translation Token: &lt;br /&gt;
 HOLY&lt;br /&gt;
 NAME_SWAMP&lt;br /&gt;
 NAME_DESERT&lt;br /&gt;
 NAME_GLACIER&lt;br /&gt;
 NAME_TUNDRA&lt;br /&gt;
 NAME_GRASSLAND&lt;br /&gt;
 NAME_HILLS&lt;br /&gt;
 NAME_REGION&lt;br /&gt;
 NAME_PEAK&lt;br /&gt;
 NAME_ISLAND_SMALL&lt;br /&gt;
 NAME_ISLAND&lt;br /&gt;
 NAME_CONTINENT&lt;br /&gt;
 NAME_WAR&lt;br /&gt;
 NAME_BATTLE&lt;br /&gt;
 NAME_SIEGE&lt;br /&gt;
 NAME_COMMON_RELIGION&lt;br /&gt;
 NAME_BUILDING_TEMPLE&lt;br /&gt;
 NAME_ROAD&lt;br /&gt;
 NAME_BRIDGE&lt;br /&gt;
 NAME_TUNNEL&lt;br /&gt;
 NAME_WALL&lt;br /&gt;
 NAME_BUILDING_KEEP&lt;br /&gt;
 Impoverished Word Selector&lt;br /&gt;
 Machine node out of bounds on split&lt;br /&gt;
 Failed to find machine node frontier on split&lt;br /&gt;
 Unreachable machine node on split&lt;br /&gt;
&lt;br /&gt;
 silk&lt;br /&gt;
 filth&lt;br /&gt;
 grime&lt;br /&gt;
 unknown substance&lt;br /&gt;
 ivory&lt;br /&gt;
 horn&lt;br /&gt;
 amber&lt;br /&gt;
 coral&lt;br /&gt;
 pearl&lt;br /&gt;
 bone&lt;br /&gt;
 fat&lt;br /&gt;
 tallow&lt;br /&gt;
 plant fiber&lt;br /&gt;
 drinking alcohol&lt;br /&gt;
 chitin&lt;br /&gt;
 leather&lt;br /&gt;
 wooden&lt;br /&gt;
 metallic&lt;br /&gt;
 metal&lt;br /&gt;
 coal&lt;br /&gt;
 ash&lt;br /&gt;
 lye&lt;br /&gt;
 green glass&lt;br /&gt;
 clear glass&lt;br /&gt;
 crystal glass&lt;br /&gt;
 sand&lt;br /&gt;
 mud&lt;br /&gt;
 MATGLOSS_WOOD&lt;br /&gt;
 MATGLOSS_STONE&lt;br /&gt;
 MATGLOSS_METAL&lt;br /&gt;
 MATGLOSS_PLANT&lt;br /&gt;
 AUTUMNCOLOR&lt;br /&gt;
 DEAD_TILE&lt;br /&gt;
 SAPLING_TILE&lt;br /&gt;
 DEAD_SAPLING_TILE&lt;br /&gt;
 DEAD_COLOR&lt;br /&gt;
 SAPLING_COLOR&lt;br /&gt;
 DEAD_SAPLING_COLOR&lt;br /&gt;
 SAPLING_DROWN_LEVEL&lt;br /&gt;
 TREE_DROWN_LEVEL&lt;br /&gt;
 WET&lt;br /&gt;
 DRY&lt;br /&gt;
 SAPLING&lt;br /&gt;
 SOLID_DENSITY&lt;br /&gt;
 LIQUID_DENSITY&lt;br /&gt;
 BUILD_COLOR&lt;br /&gt;
 BASIC_COLOR&lt;br /&gt;
 DAMAGE_PERC&lt;br /&gt;
 WEAPON_RANGED&lt;br /&gt;
 BRITTLE&lt;br /&gt;
 WAFERS&lt;br /&gt;
 ANY_USE&lt;br /&gt;
 DEEP&lt;br /&gt;
 BLOCK_PERC&lt;br /&gt;
 STONE_NAME&lt;br /&gt;
 METAL_ORE&lt;br /&gt;
 THREAD_METAL&lt;br /&gt;
 REACTION_CLASS&lt;br /&gt;
 ITEM_SYMBOL&lt;br /&gt;
 TILE_COLOR&lt;br /&gt;
 AQUIFER&lt;br /&gt;
 METAMORPHIC&lt;br /&gt;
 SEDIMENTARY&lt;br /&gt;
 SOIL&lt;br /&gt;
 SOIL_OCEAN&lt;br /&gt;
 SOIL_SAND&lt;br /&gt;
 SEDIMENTARY_OCEAN_SHALLOW&lt;br /&gt;
 SEDIMENTARY_OCEAN_DEEP&lt;br /&gt;
 IGNEOUS_INTRUSIVE&lt;br /&gt;
 IGNEOUS_EXTRUSIVE&lt;br /&gt;
 ENVIRONMENT&lt;br /&gt;
 Missing Stone Environment Token: &lt;br /&gt;
 Missing Stone Environment Inclusion Type Token: &lt;br /&gt;
 Missing Frequency for Stone Environment: &lt;br /&gt;
 ALL_STONE&lt;br /&gt;
 IGNEOUS_ALL&lt;br /&gt;
 ALLUVIAL&lt;br /&gt;
 Unrecognized Stone Environment Token: &lt;br /&gt;
 ENVIRONMENT_SPEC&lt;br /&gt;
 Missing Stone Environment Spec Token: &lt;br /&gt;
 Missing Stone Environment Spec Inclusion Type Token: &lt;br /&gt;
 Missing Frequency for Stone Environment Spec: &lt;br /&gt;
 LAVA&lt;br /&gt;
 SHARP&lt;br /&gt;
 GLASS&lt;br /&gt;
 NAME_PLURAL&lt;br /&gt;
 SEEDNAME&lt;br /&gt;
 GROWDUR&lt;br /&gt;
 SHRUB_TILE&lt;br /&gt;
 DEAD_SHRUB_TILE&lt;br /&gt;
 CLUSTERSIZE&lt;br /&gt;
 SHRUB_COLOR&lt;br /&gt;
 DEAD_SHRUB_COLOR&lt;br /&gt;
 DRINKVALUE&lt;br /&gt;
 MILL&lt;br /&gt;
 MILL_VALUE&lt;br /&gt;
 COOKABLE_WHEN_MILLED&lt;br /&gt;
 MILL_DYE&lt;br /&gt;
 EDIBLE_VERMIN&lt;br /&gt;
 EDIBLE_RAW&lt;br /&gt;
 EDIBLE_WHENCOOKED&lt;br /&gt;
 DROWN_LEVEL&lt;br /&gt;
 EXTRACT_VIAL&lt;br /&gt;
 EXTRACT_BAG&lt;br /&gt;
 EXTRACT_BARREL&lt;br /&gt;
 EXTRACT_STILL_VIAL&lt;br /&gt;
 EXTRACTVALUE&lt;br /&gt;
 CLOTH_SPEC_HEAT&lt;br /&gt;
 CLOTH_HEATDAM_POINT&lt;br /&gt;
 CLOTH_COLDDAM_POINT&lt;br /&gt;
 CLOTH_IGNITE_POINT&lt;br /&gt;
 CLOTH_MELTING_POINT&lt;br /&gt;
 CLOTH_BOILING_POINT&lt;br /&gt;
 CLOTH_FIXED_TEMP&lt;br /&gt;
 CLOTH_SOLID_DENSITY&lt;br /&gt;
 CLOTH_LIQUID_DENSITY&lt;br /&gt;
 Unrecognized Matgloss Token: &lt;br /&gt;
 : Smelt Metal Ore Not Found, Token - &lt;br /&gt;
 : Thread Metal Ore Not Found, Token - &lt;br /&gt;
 : Environment Spec Stone Not Found, Token - &lt;br /&gt;
 Sharp blades&lt;br /&gt;
 Extract &lt;br /&gt;
  strands&lt;br /&gt;
 %)&lt;br /&gt;
 Ore of &lt;br /&gt;
  spits out &lt;br /&gt;
  drops &lt;br /&gt;
  has moved out of range!&lt;br /&gt;
  has become entangled in a hidden web!&lt;br /&gt;
  caught up in a web!&lt;br /&gt;
  has claimed a &lt;br /&gt;
  has begun a mysterious construction!&lt;br /&gt;
 Your mason has defaced a &lt;br /&gt;
  destroyed&lt;br /&gt;
  toppled&lt;br /&gt;
 loop path fail: &lt;br /&gt;
 &amp;lt;same square&amp;gt; &lt;br /&gt;
 &amp;lt;invalid start&amp;gt; &lt;br /&gt;
 &amp;lt;invalid goal&amp;gt; &lt;br /&gt;
 ,&lt;br /&gt;
  -&amp;gt; &lt;br /&gt;
 : Id #&lt;br /&gt;
 :Path Goal &lt;br /&gt;
 :Station &lt;br /&gt;
&lt;br /&gt;
 High Priest&lt;br /&gt;
 Mayor&lt;br /&gt;
 Ruler&lt;br /&gt;
 Local Leader&lt;br /&gt;
 Leader&lt;br /&gt;
 Nemesis Unit Load Failed&lt;br /&gt;
 ANXIETY&lt;br /&gt;
 ANGER&lt;br /&gt;
 DEPRESSION&lt;br /&gt;
 SELF_CONSCIOUSNESS&lt;br /&gt;
 IMMODERATION&lt;br /&gt;
 VULNERABILITY&lt;br /&gt;
 FRIENDLINESS&lt;br /&gt;
 GREGARIOUSNESS&lt;br /&gt;
 ASSERTIVENESS&lt;br /&gt;
 ACTIVITY_LEVEL&lt;br /&gt;
 EXCITEMENT_SEEKING&lt;br /&gt;
 CHEERFULNESS&lt;br /&gt;
 IMAGINATION&lt;br /&gt;
 ARTISTIC_INTEREST&lt;br /&gt;
 EMOTIONALITY&lt;br /&gt;
 ADVENTUROUSNESS&lt;br /&gt;
 INTELLECTUAL_CURIOSITY&lt;br /&gt;
 LIBERALISM&lt;br /&gt;
 TRUST&lt;br /&gt;
 STRAIGHTFORWARDNESS&lt;br /&gt;
 ALTRUISM&lt;br /&gt;
 COOPERATION&lt;br /&gt;
 MODESTY&lt;br /&gt;
 SYMPATHY&lt;br /&gt;
 SELF_EFFICACY&lt;br /&gt;
 ORDERLINESS&lt;br /&gt;
 DUTIFULNESS&lt;br /&gt;
 ACHIEVEMENT_STRIVING&lt;br /&gt;
 SELF_DISCIPLINE&lt;br /&gt;
 CAUTIOUSNESS&lt;br /&gt;
 Unrecognized Personality Facet Token: &lt;br /&gt;
 text_viewer&lt;br /&gt;
  has ended a mandate.&lt;br /&gt;
 A mandate has ended.&lt;br /&gt;
 The work slowdown by the &lt;br /&gt;
  is over.&lt;br /&gt;
 Wagon Pathing Catastrophe&lt;br /&gt;
 caravan from &lt;br /&gt;
  has arrived.&lt;br /&gt;
 Their wagons have bypassed your inaccessible site.&lt;br /&gt;
  and the surrounding lands have been made a &lt;br /&gt;
 duchy&lt;br /&gt;
 county&lt;br /&gt;
 barony&lt;br /&gt;
 Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
 Some migrants have arrived, despite the danger.&lt;br /&gt;
 Some migrants have arrived.&lt;br /&gt;
 A migrant has decided to brave this terrifying place.&lt;br /&gt;
 A migrant has arrived, despite the danger.&lt;br /&gt;
 A migrant has arrived.&lt;br /&gt;
 No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
 Others refused to journey to this dangerous fortress.&lt;br /&gt;
 Others were too nervous to make the journey.&lt;br /&gt;
 No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
 Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
 Migrants were too nervous to make the journey this season.&lt;br /&gt;
 The fortress attracted no migrants this season.&lt;br /&gt;
   Trade Goods Available to be Moved  &lt;br /&gt;
 Inaccessible&lt;br /&gt;
 Distance: &lt;br /&gt;
 [TRADING]&lt;br /&gt;
 [PENDING]&lt;br /&gt;
 : Sorting by distance&lt;br /&gt;
 : Sorting by value&lt;br /&gt;
 Sorting by distance&lt;br /&gt;
 : Pending on top&lt;br /&gt;
 : Pending mixed in&lt;br /&gt;
 : Culling on mandates&lt;br /&gt;
 : Ignoring mandates&lt;br /&gt;
 : Move good&lt;br /&gt;
 : View good&lt;br /&gt;
 : Select &lt;br /&gt;
  to stop typing.&lt;br /&gt;
 Merchants Present&lt;br /&gt;
 Trading with &lt;br /&gt;
  (Owes you &lt;br /&gt;
 :  &lt;br /&gt;
 Greetings.  Let's trade.&lt;br /&gt;
 I cannot take so much -- and at such cost!&lt;br /&gt;
 I wish I could take so much, but my animals...&lt;br /&gt;
 I won't trade at a loss.&lt;br /&gt;
 Ah, wonderful.  Thank you for your business.&lt;br /&gt;
 Yes, and trade we will!  Simply tell me&lt;br /&gt;
 what interests you and what you're prepared to offer in exchange.&lt;br /&gt;
 These _are_ fine items, aren't they?  Now,&lt;br /&gt;
 what do offer for them?&lt;br /&gt;
 Are these gifts?  Do you wish to trade?&lt;br /&gt;
 You truly despise life, don't you?&lt;br /&gt;
 I am beside myself with grief.  Perhaps we will show you how they suffered.&lt;br /&gt;
 Once a beautiful tree, and now?&lt;br /&gt;
 It is a rude bauble, fit only for your kind.&lt;br /&gt;
 I see your low race still revels in death.&lt;br /&gt;
 That poor, gentle creature...&lt;br /&gt;
 If it were in a cage of some kind...&lt;br /&gt;
 As it stands, I can't accept something that wriggles and writhes so.&lt;br /&gt;
 I simply cannot afford this trade.&lt;br /&gt;
 Perhaps if you throw in some more goods I can make an offer.&lt;br /&gt;
 I can't possibly accept, but how about this?  A true bargain.&lt;br /&gt;
 [T]&lt;br /&gt;
 : View good, &lt;br /&gt;
 : Mark for trade&lt;br /&gt;
 : Trade     &lt;br /&gt;
 : Set currency trade&lt;br /&gt;
 Asking for &lt;br /&gt;
 Offering &lt;br /&gt;
 Not trading currency&lt;br /&gt;
   Merchants from &lt;br /&gt;
 :  My apologies, but we're still unloading.&lt;br /&gt;
 We'll be ready soon!&lt;br /&gt;
 There are no merchants present with which to trade.&lt;br /&gt;
 Greetings from the outer lands.  &lt;br /&gt;
 Greetings from the Mountainhomes.  &lt;br /&gt;
 Your efforts are legend there.  Let us trade!&lt;br /&gt;
 Greetings.  We are enchanted by &lt;br /&gt;
 your more ethical works.  We've come to trade.&lt;br /&gt;
 Greetings.  The &lt;br /&gt;
 ship of the &lt;br /&gt;
  is unparalleled.  Let's make a deal!&lt;br /&gt;
 A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.&lt;br /&gt;
 What do you want?&lt;br /&gt;
 Perhaps you'd consider this superior proposal?&lt;br /&gt;
 Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.&lt;br /&gt;
 Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.&lt;br /&gt;
 With your trade goods such as they are, I can't &lt;br /&gt;
 fathom you ending up with all of those items.&lt;br /&gt;
 You are too kind.  The druids will be overjoyed.&lt;br /&gt;
 I will see that our leader gets this offering.&lt;br /&gt;
 Take what you wish.  I can't stop you.&lt;br /&gt;
 You wish to make an offering to the druids?  &lt;br /&gt;
 They love gifts.  What do you offer?&lt;br /&gt;
 You wish to make an offering to our leader?  &lt;br /&gt;
 This would please us greatly.  What do you offer?&lt;br /&gt;
 [Chuckles]  How droll.&lt;br /&gt;
 [Laughs uproariously]  You had me &lt;br /&gt;
 going there.  Obviously, your copious wit is matched only by your industry!&lt;br /&gt;
 Yes, and trade we will!  Simply tell me &lt;br /&gt;
 These _are_ fine items, aren't they?  Now, &lt;br /&gt;
 My stones, are you giving me those?  Do you &lt;br /&gt;
 wish to trade or to make an offering to our leader?&lt;br /&gt;
 You truely despise life, don't you?  &lt;br /&gt;
 Once a beautiful tree, and now?  &lt;br /&gt;
 I see your low race still revels in death.  &lt;br /&gt;
  seems &lt;br /&gt;
 ecstatic with the trading&lt;br /&gt;
 very happy about the trading&lt;br /&gt;
 pleased with the trading&lt;br /&gt;
 willing to trade&lt;br /&gt;
 to be rapidly losing patience&lt;br /&gt;
 not going to take much more of this&lt;br /&gt;
 unwilling to trade&lt;br /&gt;
 : Seize marked, &lt;br /&gt;
 : Trade&lt;br /&gt;
 : Offer marked to &lt;br /&gt;
 Allowed Weight: &lt;br /&gt;
 Excess Weight: &lt;br /&gt;
 Value: &lt;br /&gt;
 Trader Profit: &lt;br /&gt;
 Trader Loss: &lt;br /&gt;
 The following fortress goods were added for the counteroffer:&lt;br /&gt;
 : Consider the offer&lt;br /&gt;
  diplomat from &lt;br /&gt;
  Liaison from &lt;br /&gt;
  meets with &lt;br /&gt;
   Trade Agreement with &lt;br /&gt;
 Good&lt;br /&gt;
 Priority&lt;br /&gt;
 O|---&lt;br /&gt;
 |O|--&lt;br /&gt;
 -|O|-&lt;br /&gt;
 --|O|&lt;br /&gt;
 ---|O&lt;br /&gt;
 : View stockpile.&lt;br /&gt;
 : Scroll.&lt;br /&gt;
 Peace is calling out to us.  How do you respond?&lt;br /&gt;
 :&lt;br /&gt;
  - I hear her voice.  Let us stop this war.&lt;br /&gt;
  - We will drown her out with the screams of your dying.  Begone.&lt;br /&gt;
 It's such a pleasant place you've carved out for yourselves...&lt;br /&gt;
 Let's discuss the state of our current agreements...&lt;br /&gt;
 Well then, we have finalized the export agreement.&lt;br /&gt;
 Feel free to go over the documents.&lt;br /&gt;
 I see.  Perhaps we'll make an export agreement next year.&lt;br /&gt;
 Let's discuss what we are willing to offer for your &lt;br /&gt;
 ship...&lt;br /&gt;
 Well then, we have finalized the import agreement.&lt;br /&gt;
 Remember, trade agreements strengthen bonds.  Please consider an import&lt;br /&gt;
 agreement next year.&lt;br /&gt;
 What requests do you have of our merchants?&lt;br /&gt;
 We can part with at most &lt;br /&gt;
  trees, butcher.&lt;br /&gt;
  - We can abide by this.  Let us work toward mutual co-existence.&lt;br /&gt;
  - Our needs exceed your allowances.  Relax.  They're only trees.&lt;br /&gt;
 We elves are partial in particular to the trees in the forests&lt;br /&gt;
 surrounding your lands.  Although we are loathe to spare a&lt;br /&gt;
 single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
 that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
 I will try to return next year as I am able.&lt;br /&gt;
  - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
  - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
 : Select.&lt;br /&gt;
 : Scroll left.&lt;br /&gt;
  has come!&lt;br /&gt;
 Miners Guild&lt;br /&gt;
 Carpenters Guild&lt;br /&gt;
 Masons Guild&lt;br /&gt;
 Metalsmiths Guild&lt;br /&gt;
 Jewelers Guild&lt;br /&gt;
 Craftsmen&lt;br /&gt;
  Guild&lt;br /&gt;
 Guild&lt;br /&gt;
 Metalsmithing&lt;br /&gt;
 The merchants from &lt;br /&gt;
  will be leaving soon.&lt;br /&gt;
  have embarked on their journey.&lt;br /&gt;
 : Scroll right.&lt;br /&gt;
 Text generation failed: &lt;br /&gt;
 GLOBAL&lt;br /&gt;
 CHAR&lt;br /&gt;
 IKEY&lt;br /&gt;
 CHOICE&lt;br /&gt;
 /CHOICE&lt;br /&gt;
 LOCX&lt;br /&gt;
 VAR&lt;br /&gt;
 LINK&lt;br /&gt;
 P&lt;br /&gt;
 R&lt;br /&gt;
     &lt;br /&gt;
 /TITLE&lt;br /&gt;
 /LINK&lt;br /&gt;
 TREESREMOVED&lt;br /&gt;
 DIPLOMACYFLAG_SUCCESS&lt;br /&gt;
 DIPLOMACYFLAG_FAILURE&lt;br /&gt;
 YOURCIV&lt;br /&gt;
 YOURFORT&lt;br /&gt;
 NULL&lt;br /&gt;
 LOCAL_LARGE_PREDATOR&lt;br /&gt;
 RANGE&lt;br /&gt;
 ASSOCIATE&lt;br /&gt;
 ACTOR&lt;br /&gt;
 NOBLE&lt;br /&gt;
 ADD_FLAG&lt;br /&gt;
 REMOVE_FLAG&lt;br /&gt;
  bids you farewell!&lt;br /&gt;
 NATIVENAME&lt;br /&gt;
 TRANSLATEDNAME&lt;br /&gt;
 TITLENAME&lt;br /&gt;
 HISTNAME&lt;br /&gt;
 beasts&lt;br /&gt;
 Gate&lt;br /&gt;
 Expedition Leader&lt;br /&gt;
  Manager&lt;br /&gt;
 Hoardmaster&lt;br /&gt;
 Grand Treasurer&lt;br /&gt;
 Treasurer&lt;br /&gt;
 Bookkeeper&lt;br /&gt;
  Broker&lt;br /&gt;
 Captain of the Guard&lt;br /&gt;
 Sheriff&lt;br /&gt;
  has been elected mayor.&lt;br /&gt;
  has been re-elected.&lt;br /&gt;
  has been chosen as the new expedition leader.&lt;br /&gt;
  and the surrounding lands have been made a duchy.&lt;br /&gt;
  and the surrounding lands have been made a county.&lt;br /&gt;
  has become the first Mayor of &lt;br /&gt;
 The Fortress Guard has been created, headed by the Sheriff.  Now seeking recruits!&lt;br /&gt;
 Your community can now support a sheriff.&lt;br /&gt;
&lt;br /&gt;
 : Move.  This isn't designed to be useful at this point.&lt;br /&gt;
 No Buildings Nearby&lt;br /&gt;
 This building has&lt;br /&gt;
 been claimed by&lt;br /&gt;
 works&lt;br /&gt;
 furiously!&lt;br /&gt;
 keeps&lt;br /&gt;
 muttering &lt;br /&gt;
 secretly...&lt;br /&gt;
 works,&lt;br /&gt;
 darkly brooding...&lt;br /&gt;
 with menacing fury!&lt;br /&gt;
 broods&lt;br /&gt;
 &amp;quot;Yes.  I need &lt;br /&gt;
 &amp;quot;Leave me.  I need... &lt;br /&gt;
 things...  certain things&lt;br /&gt;
 .&amp;quot;&lt;br /&gt;
 screams&lt;br /&gt;
 &amp;quot;I must have &lt;br /&gt;
 !&amp;quot;&lt;br /&gt;
 mutters&lt;br /&gt;
  needs&lt;br /&gt;
 tree... life&lt;br /&gt;
 raw... green&lt;br /&gt;
 raw... clear&lt;br /&gt;
 raw... crystal&lt;br /&gt;
 rough... color&lt;br /&gt;
 stone... rock&lt;br /&gt;
 bars... metal&lt;br /&gt;
 gems... shining&lt;br /&gt;
 blocks... bricks...&lt;br /&gt;
 bones...  yes&lt;br /&gt;
 a shell&lt;br /&gt;
 leather... skin&lt;br /&gt;
 cloth... thread&lt;br /&gt;
 ...&amp;quot;&lt;br /&gt;
 sketches&lt;br /&gt;
 pictures of &lt;br /&gt;
 a forest&lt;br /&gt;
 glass&lt;br /&gt;
 glass and burning wood&lt;br /&gt;
 rough gems and glass&lt;br /&gt;
 a quarry&lt;br /&gt;
 shining bars&lt;br /&gt;
 of metal&lt;br /&gt;
 square blocks&lt;br /&gt;
 skeletons&lt;br /&gt;
 stacked leather&lt;br /&gt;
 stacked cloth&lt;br /&gt;
 : Make Soap&lt;br /&gt;
 : Brew a Drink&lt;br /&gt;
 : Extract Plant Essence&lt;br /&gt;
 : Collect Webs&lt;br /&gt;
 : Weave Cloth (Plant Thread)&lt;br /&gt;
 : Weave Silk Cloth&lt;br /&gt;
 : Weave Metal Cloth&lt;br /&gt;
 : Mill Plants&lt;br /&gt;
 Needs to be powered&lt;br /&gt;
 : Process Plants&lt;br /&gt;
 : Process Plants (to Bag)&lt;br /&gt;
 : Process Plants (to Barrel)&lt;br /&gt;
 : Process Plants (to Vial)&lt;br /&gt;
 : Milk Creature&lt;br /&gt;
 : Make Cheese&lt;br /&gt;
 : Prepare Easy Meal&lt;br /&gt;
 : Prepare Fine Meal&lt;br /&gt;
 : Prepare Lavish Meal&lt;br /&gt;
 : Render Fat&lt;br /&gt;
 Nobody&lt;br /&gt;
 : Tame&lt;br /&gt;
 : Train a Hunting Dog&lt;br /&gt;
 : Train a War Dog&lt;br /&gt;
 : Capture a Live Land Animal&lt;br /&gt;
 : Tame a Small Animal&lt;br /&gt;
 : Tame a Large Animal&lt;br /&gt;
 : Make Rock Mechanisms&lt;br /&gt;
 : Process a Raw Fish&lt;br /&gt;
 : Extract from a Raw Fish&lt;br /&gt;
 : Capture a Live Fish&lt;br /&gt;
 : Butcher a dead animal&lt;br /&gt;
 : Extract from a dead animal&lt;br /&gt;
 : Capture a live land animal&lt;br /&gt;
 : Dye Thread&lt;br /&gt;
 : Dye Cloth&lt;br /&gt;
 : Tan a Hide&lt;br /&gt;
 : Encrust Finished Goods&lt;br /&gt;
 : Encrust Furniture&lt;br /&gt;
 : Encrust Ammo&lt;br /&gt;
 : Cut Gems&lt;br /&gt;
 : Encrust with Gems&lt;br /&gt;
 Must have magma accessible&lt;br /&gt;
 from below one of the 8&lt;br /&gt;
 boundary tiles&lt;br /&gt;
 Must have coal fuel&lt;br /&gt;
 : Use in Lever&lt;br /&gt;
 : Use in Trigger&lt;br /&gt;
 You don't have enough&lt;br /&gt;
 mechanisms.&lt;br /&gt;
 : Use in Target&lt;br /&gt;
 : Assign&lt;br /&gt;
 There is nothing that&lt;br /&gt;
 can be linked up.&lt;br /&gt;
 : Link up a Bridge&lt;br /&gt;
 : Link up a Cage&lt;br /&gt;
 : Link up a Chain&lt;br /&gt;
 : Link up a Door&lt;br /&gt;
 : Link up a Floodgate&lt;br /&gt;
 : Link up a Hatch&lt;br /&gt;
 : Link up a Wall Grate&lt;br /&gt;
 : Link up a Floor Grate&lt;br /&gt;
 : Link up Vertical Bars&lt;br /&gt;
 : Link up Floor Bars&lt;br /&gt;
 : Link up a Support&lt;br /&gt;
 : Link up Spears/Spikes&lt;br /&gt;
 : Link up a Gear Assembly&lt;br /&gt;
 : Pull the Lever&lt;br /&gt;
 : Add new task&lt;br /&gt;
 : Cancel Current Task&lt;br /&gt;
 : Promote Current Task&lt;br /&gt;
 : Repeat&lt;br /&gt;
 : Suspend&lt;br /&gt;
 : Workshop Profile&lt;br /&gt;
 No bucket&lt;br /&gt;
 Bucket full&lt;br /&gt;
 Active&lt;br /&gt;
 Dry&lt;br /&gt;
 : Size Room&lt;br /&gt;
 : Free Room&lt;br /&gt;
 : Resize Room&lt;br /&gt;
 : Make Meeting Hall&lt;br /&gt;
 Frozen Here&lt;br /&gt;
 Frozen Elsewhere&lt;br /&gt;
 Total Power: &lt;br /&gt;
 Total Power Needed: &lt;br /&gt;
 Stable Foundation&lt;br /&gt;
 Hanging&lt;br /&gt;
 : Stop Pumping Manually&lt;br /&gt;
 : Start Pump Manually&lt;br /&gt;
 Pumps from the north&lt;br /&gt;
 Pumps from the east&lt;br /&gt;
 Pumps from the south&lt;br /&gt;
 Pumps from the west&lt;br /&gt;
 : Choose Shooting Dir&lt;br /&gt;
 Shoot: &lt;br /&gt;
 From Top to Bottom&lt;br /&gt;
 From Bottom to Top&lt;br /&gt;
 From Left to Right&lt;br /&gt;
 From Right to Left&lt;br /&gt;
 : Make Archery Range&lt;br /&gt;
 : Assign Room&lt;br /&gt;
 Current Owner:&lt;br /&gt;
 : Make Sculpture Garden&lt;br /&gt;
 [&lt;br /&gt;
 Occupants:&lt;br /&gt;
 : Do Not Use For Justice&lt;br /&gt;
 : Terrarium&lt;br /&gt;
 : Aquarium&lt;br /&gt;
 : Justice&lt;br /&gt;
 : Make Room&lt;br /&gt;
 : Owner&lt;br /&gt;
 : Free&lt;br /&gt;
 : Assign Animal to Chain&lt;br /&gt;
 : Used by Justice (&lt;br /&gt;
 : Set Owner&lt;br /&gt;
 Assigned: &lt;br /&gt;
 Chained: &lt;br /&gt;
 Fire at Will&lt;br /&gt;
 Prepare to Fire&lt;br /&gt;
 Not in Use&lt;br /&gt;
 , Facing &lt;br /&gt;
 : Change Action&lt;br /&gt;
 : Change Orientation&lt;br /&gt;
 Operated by Mechanisms&lt;br /&gt;
 Forbidden&lt;br /&gt;
 Passable&lt;br /&gt;
 , Internal&lt;br /&gt;
 Pet-passable&lt;br /&gt;
 Open&lt;br /&gt;
 DOOR TAKEN BY INVADERS&lt;br /&gt;
 Retake door to forbid it.&lt;br /&gt;
 DOOR USED BY INTRUDER&lt;br /&gt;
 : Forbid Passage&lt;br /&gt;
 : Permit Passage&lt;br /&gt;
 : Make Pet-passable&lt;br /&gt;
 : Keep Tightly Closed&lt;br /&gt;
 : Set as Internal&lt;br /&gt;
 : Set as External&lt;br /&gt;
 HATCH TAKEN BY INVADERS&lt;br /&gt;
 Retake hatch to forbid it.&lt;br /&gt;
 HATCH USED BY INTRUDER&lt;br /&gt;
 This is the resting&lt;br /&gt;
 place of&lt;br /&gt;
 : Assign Tomb&lt;br /&gt;
 : Free Tomb&lt;br /&gt;
 : Resize Tomb&lt;br /&gt;
 : Use for Burial (Y)&lt;br /&gt;
 : Use for Burial (N)&lt;br /&gt;
 : Allow Citizens (N)&lt;br /&gt;
 : Allow Citizens (Y)&lt;br /&gt;
 : Allow Pets (N)&lt;br /&gt;
 : Allow Pets (Y)&lt;br /&gt;
 : Make Tomb&lt;br /&gt;
 : Assign Chair&lt;br /&gt;
 : Free Chair&lt;br /&gt;
 : Make Throne Room or Study&lt;br /&gt;
 : Assign Table&lt;br /&gt;
 : Free Table&lt;br /&gt;
 : Meeting Hall (&lt;br /&gt;
 : Make Dining Room&lt;br /&gt;
 Move the cursor to the pile&lt;br /&gt;
 you want to take from.&lt;br /&gt;
 : Select Pile&lt;br /&gt;
 : Change Settings&lt;br /&gt;
 : Max Barrel - &lt;br /&gt;
 : Max Bin - &lt;br /&gt;
 : Take From A Pile&lt;br /&gt;
 : Delete Selected&lt;br /&gt;
 : Assign Bed&lt;br /&gt;
 : Free Bed&lt;br /&gt;
 : Barracks (&lt;br /&gt;
 T: Stop rental (&lt;br /&gt;
 * Eviction Underway *&lt;br /&gt;
 * Move Underway *&lt;br /&gt;
 : Rent this room&lt;br /&gt;
 : Make Bedroom&lt;br /&gt;
 Shopkeeper:&lt;br /&gt;
 For Sale at &lt;br /&gt;
 : Move Goods to/from Depot&lt;br /&gt;
 There are no merchants&lt;br /&gt;
 trading right now.&lt;br /&gt;
 : Trader requested at depot&lt;br /&gt;
 : No trader needed at depot&lt;br /&gt;
 : Anyone may trade&lt;br /&gt;
 : Only broker may trade&lt;br /&gt;
 Broker:&lt;br /&gt;
 Broker can access depot&lt;br /&gt;
 Broker cannot access depot&lt;br /&gt;
 You do not have a broker.&lt;br /&gt;
 : Nothing for Now&lt;br /&gt;
 : Meat&lt;br /&gt;
 : Fish&lt;br /&gt;
 : Large Gem&lt;br /&gt;
 Trap Occupied:&lt;br /&gt;
 Trap Baited:&lt;br /&gt;
 No seeds available&lt;br /&gt;
 for this location&lt;br /&gt;
 : Fallow&lt;br /&gt;
 : Cancel Fert&lt;br /&gt;
 : Fertilize&lt;br /&gt;
 Ft &lt;br /&gt;
 : Seas Fert (&lt;br /&gt;
 : Spring&lt;br /&gt;
 : Summer&lt;br /&gt;
 : Autumn&lt;br /&gt;
 : Winter&lt;br /&gt;
 Disengaged&lt;br /&gt;
 : Make Barracks/Armory&lt;br /&gt;
 : Remove Building&lt;br /&gt;
 Cancel&lt;br /&gt;
 Done&lt;br /&gt;
 [A]&lt;br /&gt;
 [L]&lt;br /&gt;
 No Squads Nearby&lt;br /&gt;
 Commanded By:&lt;br /&gt;
  Active Dwar&lt;br /&gt;
 ves&lt;br /&gt;
 : Locked on squad&lt;br /&gt;
 : Not locked on squad&lt;br /&gt;
 : Add a patrol point&lt;br /&gt;
 : Delete patrol route&lt;br /&gt;
 : Station squad&lt;br /&gt;
 : Zoom to commander&lt;br /&gt;
 : Lock on another squad&lt;br /&gt;
 /100&lt;br /&gt;
 : Place&lt;br /&gt;
 : Enter note text&lt;br /&gt;
 : Change symbol selector&lt;br /&gt;
 : Adopt selected symbol&lt;br /&gt;
 Outside&lt;br /&gt;
 Inside&lt;br /&gt;
 Light&lt;br /&gt;
 Dark&lt;br /&gt;
 Subterranean&lt;br /&gt;
 Above Ground&lt;br /&gt;
 No Units Nearby&lt;br /&gt;
 Corrupt Soldier Mood: &lt;br /&gt;
 Has a horrible fell look!&lt;br /&gt;
 Brooding darkly...&lt;br /&gt;
 Has the aspect of one fey!&lt;br /&gt;
 Peculiarly secretive...&lt;br /&gt;
 Possessed by unknown forces!&lt;br /&gt;
 Stricken by melancholy...&lt;br /&gt;
 Crawling around babbling!&lt;br /&gt;
 Running around babbling!&lt;br /&gt;
 Crawling around crazed!&lt;br /&gt;
 Running around crazed!&lt;br /&gt;
 In a berserk rage!&lt;br /&gt;
 Staring off into space...&lt;br /&gt;
 Corrupt Strange Mood: &lt;br /&gt;
 Pet of &lt;br /&gt;
 Somebody&lt;br /&gt;
 Creator of &lt;br /&gt;
 Over-Exerted&lt;br /&gt;
 Very Drowsy&lt;br /&gt;
 Miserable&lt;br /&gt;
 Very Unhappy&lt;br /&gt;
 Unhappy&lt;br /&gt;
 This animal is waiting for&lt;br /&gt;
 conflict.&lt;br /&gt;
 This animal hunts at will.&lt;br /&gt;
 This adorable animal&lt;br /&gt;
 can't work.&lt;br /&gt;
 This animal isn't interested&lt;br /&gt;
 in your wishes.&lt;br /&gt;
 This animal is waiting to be&lt;br /&gt;
 trained.&lt;br /&gt;
 This animal can't work.&lt;br /&gt;
 : Ready for Slaughter (Y)&lt;br /&gt;
 : Ready for Slaughter (N)&lt;br /&gt;
 : Labor&lt;br /&gt;
 : Work Dogs&lt;br /&gt;
 : Soldiering and Hunting&lt;br /&gt;
 : Relieve from Royal Guard&lt;br /&gt;
 : Relieve from Fortress Guard&lt;br /&gt;
 : Fortress Guard&lt;br /&gt;
 : Royal Guard&lt;br /&gt;
 Deactivate&lt;br /&gt;
 Activate&lt;br /&gt;
  Under&lt;br /&gt;
 This &lt;br /&gt;
 Just This &lt;br /&gt;
 Royal Guards do not work.&lt;br /&gt;
 Fortress Guards do not work.&lt;br /&gt;
 Assign a trained animal:&lt;br /&gt;
 There are no animals left.&lt;br /&gt;
 : Hunting (&lt;br /&gt;
  Left)&lt;br /&gt;
 : War (&lt;br /&gt;
  hunting beast&lt;br /&gt;
  assigned&lt;br /&gt;
  war beast&lt;br /&gt;
 : Fight Unarmed&lt;br /&gt;
 : Fight with Axe&lt;br /&gt;
 : Fight with Crossbow&lt;br /&gt;
 : Fight with Hammer&lt;br /&gt;
 : Fight with Mace&lt;br /&gt;
 : Fight with Spear&lt;br /&gt;
 : Fight with Sword&lt;br /&gt;
 : Number of Weapons (&lt;br /&gt;
 : Armor Level (&lt;br /&gt;
 Clothes&lt;br /&gt;
 Chain&lt;br /&gt;
 Plate&lt;br /&gt;
 : Shield Level (&lt;br /&gt;
 Buckler&lt;br /&gt;
 The king will not work.&lt;br /&gt;
 The queen will not work.&lt;br /&gt;
 The dungeon master ponders&lt;br /&gt;
 fell beasts and treasure.&lt;br /&gt;
 The hammerer lives only to&lt;br /&gt;
 dispense &lt;br /&gt;
  justice.&lt;br /&gt;
 The king consort will not work.&lt;br /&gt;
 The queen consort will not work.&lt;br /&gt;
 The baby can't work yet.&lt;br /&gt;
 A child does as it pleases!&lt;br /&gt;
 This hero need not work.&lt;br /&gt;
 The champion need not work.&lt;br /&gt;
 The noble will not work.&lt;br /&gt;
 : View profile&lt;br /&gt;
 :Gen &lt;br /&gt;
 :Inv &lt;br /&gt;
 :Pref &lt;br /&gt;
 :Wnd&lt;br /&gt;
 : Next&lt;br /&gt;
 Horizontal Axle &lt;br /&gt;
 (N/S)&lt;br /&gt;
 (E/W)&lt;br /&gt;
 Upright Weapon&lt;br /&gt;
 Pump from north&lt;br /&gt;
 Pump from east&lt;br /&gt;
 Pump from south&lt;br /&gt;
 Pump from west&lt;br /&gt;
 Chair or Throne&lt;br /&gt;
  (Raises &lt;br /&gt;
  (Retracts)&lt;br /&gt;
 Placement&lt;br /&gt;
 : Change Height&lt;br /&gt;
 : Change Width&lt;br /&gt;
 : Resets&lt;br /&gt;
 : One use only&lt;br /&gt;
 : Water from &lt;br /&gt;
  (Full)&lt;br /&gt;
 : Min, &lt;br /&gt;
 : Max&lt;br /&gt;
 : Water does not trigger&lt;br /&gt;
 : Magma from &lt;br /&gt;
 : Magma does not trigger&lt;br /&gt;
 : Creatures trigger&lt;br /&gt;
 : Citizens trigger&lt;br /&gt;
 : Citizens do not trigger&lt;br /&gt;
 : Min (&lt;br /&gt;
 : Max (&lt;br /&gt;
 any&lt;br /&gt;
 : Creatures do not trigger&lt;br /&gt;
 Raise Dir&lt;br /&gt;
 Item&lt;br /&gt;
  Needed)&lt;br /&gt;
  Max)&lt;br /&gt;
 Dist&lt;br /&gt;
 Num&lt;br /&gt;
 : Done Selecting&lt;br /&gt;
 : View Item&lt;br /&gt;
 : Sel All&lt;br /&gt;
 : Deselect&lt;br /&gt;
 : Desel All&lt;br /&gt;
 : Expand/Contract&lt;br /&gt;
 Current Refuse Orders:&lt;br /&gt;
  Gather Refuse&lt;br /&gt;
  Ignore Refuse&lt;br /&gt;
    From Outside&lt;br /&gt;
  Dump Corpses&lt;br /&gt;
  Save Corpses&lt;br /&gt;
  Dump Skulls&lt;br /&gt;
  Save Skulls&lt;br /&gt;
  Dump Bones&lt;br /&gt;
  Save Bones&lt;br /&gt;
  Dump Shells&lt;br /&gt;
  Save Shells&lt;br /&gt;
  Dump Skins&lt;br /&gt;
  Save Skins&lt;br /&gt;
  Dump Other&lt;br /&gt;
  Save Other&lt;br /&gt;
 Current Workshop Orders:&lt;br /&gt;
 : Auto Loom All Thread&lt;br /&gt;
 : Auto Loom Dyed Thread&lt;br /&gt;
 : No Auto Loom&lt;br /&gt;
 : Use Dyed Cloth&lt;br /&gt;
 : Use Any Cloth&lt;br /&gt;
 : Auto Collect Webs&lt;br /&gt;
 : No Auto Collect Webs&lt;br /&gt;
 : Auto Slaughter&lt;br /&gt;
 : No Auto Slaughter&lt;br /&gt;
 : Auto Butcher&lt;br /&gt;
 : No Auto Butcher&lt;br /&gt;
 : Auto Tan&lt;br /&gt;
 : No Auto Tan&lt;br /&gt;
 Current Zone Orders:&lt;br /&gt;
 : Zone-Only Drinking&lt;br /&gt;
 : Prefer Zone Drinking&lt;br /&gt;
 : Zone-Only Fishing&lt;br /&gt;
 : Prefer Zone Fishing&lt;br /&gt;
 Current Forbid Orders:&lt;br /&gt;
 : Forbid used ammunition&lt;br /&gt;
 : Claim used ammunition&lt;br /&gt;
 : Forbid your dead&lt;br /&gt;
 : Claim your dead&lt;br /&gt;
 : Forbid your death items&lt;br /&gt;
 : Claim your death items&lt;br /&gt;
 : Forbid other non-hunted dead&lt;br /&gt;
 : Claim other dead&lt;br /&gt;
 : Forbid other death items&lt;br /&gt;
 : Claim other death items&lt;br /&gt;
 Forbidding of death objects&lt;br /&gt;
 occurs at time of death.&lt;br /&gt;
 Current Standing Orders:&lt;br /&gt;
  Stay Indoors&lt;br /&gt;
 : Soldiers Can Go Outdoors&lt;br /&gt;
  Can Go Outdoors&lt;br /&gt;
 : Announce all job cancellations.&lt;br /&gt;
 : Announce most job cancellations.&lt;br /&gt;
 : Announce some job cancellations.&lt;br /&gt;
 : Announce no job cancellations.&lt;br /&gt;
  Gather Animals&lt;br /&gt;
  Ignore Animals&lt;br /&gt;
  Gather Food&lt;br /&gt;
  Ignore Food&lt;br /&gt;
  Gather Furniture&lt;br /&gt;
  Ignore Furniture&lt;br /&gt;
  Gather Bodies&lt;br /&gt;
  Ignore Bodies&lt;br /&gt;
 : Refuse&lt;br /&gt;
  Gather Minerals&lt;br /&gt;
  Ignore Minerals&lt;br /&gt;
  Gather Wood&lt;br /&gt;
  Ignore Wood&lt;br /&gt;
  All Harvest&lt;br /&gt;
 : Only Farmers Harvest&lt;br /&gt;
 : Mix Food&lt;br /&gt;
 : No Mix&lt;br /&gt;
 : Workshop Orders&lt;br /&gt;
 : Activity Zone Orders&lt;br /&gt;
 These orders are superceded&lt;br /&gt;
 by negative preferences.&lt;br /&gt;
 Hotkey &lt;br /&gt;
 Zoom&lt;br /&gt;
 : Change Name&lt;br /&gt;
 : Zoom Here&lt;br /&gt;
 : Is Pond&lt;br /&gt;
 : Is Pit&lt;br /&gt;
  (Half Full)&lt;br /&gt;
  (Not Full)&lt;br /&gt;
 Remove Activity Zone&lt;br /&gt;
 New Activity Zone&lt;br /&gt;
 Water Source (&lt;br /&gt;
 Fishing (&lt;br /&gt;
 Garbage Dump (&lt;br /&gt;
 Pit/Pond (&lt;br /&gt;
 Sand Collection (&lt;br /&gt;
 Meeting Area (&lt;br /&gt;
 Hot&lt;br /&gt;
 Cold&lt;br /&gt;
 Activity Zone #&lt;br /&gt;
 : Water Source (&lt;br /&gt;
 : Fishing (&lt;br /&gt;
 : Garbage Dump (&lt;br /&gt;
 : Pit/Pond (&lt;br /&gt;
 : Sand Collection (&lt;br /&gt;
 : Meeting Area (&lt;br /&gt;
 : Active&lt;br /&gt;
 : Set Pit/Pond Information&lt;br /&gt;
 : Stop Removing Zones&lt;br /&gt;
 : Remove Zones&lt;br /&gt;
 : Animal&lt;br /&gt;
 : Food&lt;br /&gt;
 : Furniture Storage&lt;br /&gt;
 : Graveyard&lt;br /&gt;
 : Wood&lt;br /&gt;
 : Stone&lt;br /&gt;
 : Gem&lt;br /&gt;
 : Bar/Block&lt;br /&gt;
 : Cloth&lt;br /&gt;
 : Leather&lt;br /&gt;
 : Ammo&lt;br /&gt;
 : Coins&lt;br /&gt;
 : Finished Goods&lt;br /&gt;
 : Weapons&lt;br /&gt;
 : Armor&lt;br /&gt;
 : Custom Stockpile&lt;br /&gt;
 : Custom Settings&lt;br /&gt;
 : Reserved Barrels - &lt;br /&gt;
 : Reserved Bins - &lt;br /&gt;
 : Remove Designation&lt;br /&gt;
 : Reclaim Items/Buildings&lt;br /&gt;
 : Forbid Items/Buildings&lt;br /&gt;
 : Melt Items&lt;br /&gt;
 : Remove Melt&lt;br /&gt;
 : Dump Items&lt;br /&gt;
 : Remove Dump&lt;br /&gt;
 : Hide Items/Buildings&lt;br /&gt;
 : Unhide Items/Buildings&lt;br /&gt;
 : High Traffic Area&lt;br /&gt;
 : Normal Traffic Area&lt;br /&gt;
 : Low Traffic Area&lt;br /&gt;
 : Restricted Traffic Area&lt;br /&gt;
 High Traffic Cost: &lt;br /&gt;
 Normal Traffic Cost: &lt;br /&gt;
 Low Traffic Cost: &lt;br /&gt;
 Restricted Traffic Cost: &lt;br /&gt;
 : Change Cost&lt;br /&gt;
 : Choose Area&lt;br /&gt;
  Wagon Access&lt;br /&gt;
  No Wagon Access&lt;br /&gt;
  Accessible Depot&lt;br /&gt;
  Inaccessible Depot&lt;br /&gt;
 Depot accessible&lt;br /&gt;
 Depot inaccessible&lt;br /&gt;
 All depots inaccessible&lt;br /&gt;
 All depots accessible&lt;br /&gt;
  depots accessible&lt;br /&gt;
 : View Announcements&lt;br /&gt;
 : Site a Building&lt;br /&gt;
 : View Civilizations&lt;br /&gt;
 : Designations&lt;br /&gt;
 : Unit List    &lt;br /&gt;
 : Job List&lt;br /&gt;
 : Look Around&lt;br /&gt;
 : Note&lt;br /&gt;
 : Military     &lt;br /&gt;
 : Squads&lt;br /&gt;
 : Set Orders and Options&lt;br /&gt;
 : Stockpiles&lt;br /&gt;
 : Zones&lt;br /&gt;
 : Set Building Tasks/Prefs&lt;br /&gt;
 : View Rooms/Buildings&lt;br /&gt;
 : View Items in Buildings&lt;br /&gt;
 : View Units&lt;br /&gt;
 : Hot Keys&lt;br /&gt;
 : Artifacts&lt;br /&gt;
 : Nobles and Administrators&lt;br /&gt;
 : Status&lt;br /&gt;
 : Visualize&lt;br /&gt;
 : Move this menu/map&lt;br /&gt;
 : Help&lt;br /&gt;
 : Options&lt;br /&gt;
 : Movies&lt;br /&gt;
 : Depot Access&lt;br /&gt;
 Resume&lt;br /&gt;
 : One-Step&lt;br /&gt;
 Warm &lt;br /&gt;
 Damp &lt;br /&gt;
 Muddy &lt;br /&gt;
 Snow-covered &lt;br /&gt;
 Mossy &lt;br /&gt;
 Sculpted&lt;br /&gt;
 Detailed&lt;br /&gt;
 Rough-hewn &lt;br /&gt;
 Straight &lt;br /&gt;
 Smooth &lt;br /&gt;
 Exposed &lt;br /&gt;
 Ice&lt;br /&gt;
 Pillar&lt;br /&gt;
 Cluster&lt;br /&gt;
 Burning &lt;br /&gt;
 Dead &lt;br /&gt;
 Tree&lt;br /&gt;
 Grass&lt;br /&gt;
 Dry Grass&lt;br /&gt;
 Dead Grass&lt;br /&gt;
 Level&lt;br /&gt;
  Ice Floor&lt;br /&gt;
  Floor&lt;br /&gt;
  Boulder&lt;br /&gt;
 Driftwood&lt;br /&gt;
  Pebbles&lt;br /&gt;
  Cavern Floor&lt;br /&gt;
 Wet &lt;br /&gt;
 Young &lt;br /&gt;
  Sapling&lt;br /&gt;
 Sapling&lt;br /&gt;
 Shrub&lt;br /&gt;
 Furrowed &lt;br /&gt;
 Ashes&lt;br /&gt;
 Waterfall&lt;br /&gt;
 River Source&lt;br /&gt;
 Chasm&lt;br /&gt;
 Eerie Glowing Pit&lt;br /&gt;
 Lava Flow&lt;br /&gt;
 Magma Flow&lt;br /&gt;
 Murky Pool&lt;br /&gt;
 River&lt;br /&gt;
 Brook&lt;br /&gt;
 Grassy Upward Stairway&lt;br /&gt;
 Grassy Up/Down Stairway&lt;br /&gt;
 Grassy Downward Stairway&lt;br /&gt;
  Up/Down Stairway&lt;br /&gt;
  Downward Stairway&lt;br /&gt;
  Upward Stairway&lt;br /&gt;
 Ice Up/Down Stairway&lt;br /&gt;
 Ice Downward Stairway&lt;br /&gt;
 Ice Upward Stairway&lt;br /&gt;
 Grassy Upward Slope&lt;br /&gt;
 Dry Grass Upward Slope&lt;br /&gt;
 Dead Grass Upward Slope&lt;br /&gt;
 Glacial Upward Slope&lt;br /&gt;
  Upward Slope&lt;br /&gt;
 Glacial Downward Slope&lt;br /&gt;
 Grassy Downward Slope&lt;br /&gt;
 Dry Grass Downward Slope&lt;br /&gt;
 Dead Grass Downward Slope&lt;br /&gt;
  Downward Slope&lt;br /&gt;
 Downward Slope&lt;br /&gt;
 Open Space&lt;br /&gt;
 Dabbling&lt;br /&gt;
 Novice&lt;br /&gt;
 Normal&lt;br /&gt;
 Competent&lt;br /&gt;
 Skilled&lt;br /&gt;
 Proficient&lt;br /&gt;
 Talented&lt;br /&gt;
 Adept&lt;br /&gt;
 Expert&lt;br /&gt;
 Professional&lt;br /&gt;
 Accomplished&lt;br /&gt;
 Great&lt;br /&gt;
 Master&lt;br /&gt;
 High Master&lt;br /&gt;
 Grand Master&lt;br /&gt;
 Legendary&lt;br /&gt;
 Miner&lt;br /&gt;
 Wood Cutter&lt;br /&gt;
 Carpenter&lt;br /&gt;
 Bowyer&lt;br /&gt;
 Engraver&lt;br /&gt;
 Mason&lt;br /&gt;
 Animal Trainer&lt;br /&gt;
 Animal Caretaker&lt;br /&gt;
 Fish Dissector&lt;br /&gt;
 Animal Dissector&lt;br /&gt;
 Fish Cleaner&lt;br /&gt;
 Butcher&lt;br /&gt;
 Trapper&lt;br /&gt;
 Grower&lt;br /&gt;
 Herbalist&lt;br /&gt;
 Ambusher&lt;br /&gt;
 Swimmer&lt;br /&gt;
 Persuader&lt;br /&gt;
 Negotiator&lt;br /&gt;
 Judge of Intent&lt;br /&gt;
 Appraiser&lt;br /&gt;
 Organizer&lt;br /&gt;
 Record Keeper&lt;br /&gt;
 Liar&lt;br /&gt;
 Intimidator&lt;br /&gt;
 Conversationalist&lt;br /&gt;
 Comedian&lt;br /&gt;
 Flatterer&lt;br /&gt;
 Consoler&lt;br /&gt;
 Pacifier&lt;br /&gt;
 Tracker&lt;br /&gt;
 Fisherman&lt;br /&gt;
 Furnace Operator&lt;br /&gt;
 Strand Extractor&lt;br /&gt;
 Soaper&lt;br /&gt;
 Potash Maker&lt;br /&gt;
 Lye Maker&lt;br /&gt;
 Wood Burner&lt;br /&gt;
 Weaponsmith&lt;br /&gt;
 Armorsmith&lt;br /&gt;
 Metalsmith&lt;br /&gt;
 Gem Cutter&lt;br /&gt;
 Gem Setter&lt;br /&gt;
 Wood Crafter&lt;br /&gt;
 Stone Crafter&lt;br /&gt;
 Metal Crafter&lt;br /&gt;
 Glassmaker&lt;br /&gt;
 Wrestler&lt;br /&gt;
 Axeman&lt;br /&gt;
 Swordsman&lt;br /&gt;
 Maceman&lt;br /&gt;
 Hammerman&lt;br /&gt;
 Spearman&lt;br /&gt;
 Crossbowman&lt;br /&gt;
 Shield User&lt;br /&gt;
 Armor User&lt;br /&gt;
 Siege Engineer&lt;br /&gt;
 Siege Operator&lt;br /&gt;
 Pump Operator&lt;br /&gt;
 Leatherworker&lt;br /&gt;
 Tanner&lt;br /&gt;
 Dyer&lt;br /&gt;
 Bone Carver&lt;br /&gt;
 Weaver&lt;br /&gt;
 Brewer&lt;br /&gt;
 Clothier&lt;br /&gt;
 Miller&lt;br /&gt;
 Thresher&lt;br /&gt;
 Pikeman&lt;br /&gt;
 Bowman&lt;br /&gt;
 Blowgunner&lt;br /&gt;
 Thrower&lt;br /&gt;
 Mechanic&lt;br /&gt;
 Druid&lt;br /&gt;
 Knife User&lt;br /&gt;
 Lasher&lt;br /&gt;
 Alchemist&lt;br /&gt;
 Building Designer&lt;br /&gt;
 Cheese Maker&lt;br /&gt;
 Milker&lt;br /&gt;
 SLATED FOR REMOVAL&lt;br /&gt;
 Waiting for construction...&lt;br /&gt;
 Waiting for architect...&lt;br /&gt;
 Designed...&lt;br /&gt;
 Construction initiated.&lt;br /&gt;
 Partially constructed.&lt;br /&gt;
 Construction nearly done.&lt;br /&gt;
 Construction suspended.&lt;br /&gt;
 Construction inactive.&lt;br /&gt;
 : Stop Removal&lt;br /&gt;
 : Suspend Construction&lt;br /&gt;
 No Special Profession&lt;br /&gt;
 Any Metalsmithing&lt;br /&gt;
  Or &lt;br /&gt;
 Any Workshop Farming&lt;br /&gt;
 Wood/Stone/Boneworking&lt;br /&gt;
 Any Fishing&lt;br /&gt;
 Null&lt;br /&gt;
 Here we have &lt;br /&gt;
 prone &lt;br /&gt;
 swimming &lt;br /&gt;
  lying&lt;br /&gt;
  standing&lt;br /&gt;
  own &lt;br /&gt;
 guts&lt;br /&gt;
 deep in &lt;br /&gt;
 various&lt;br /&gt;
  rotten&lt;br /&gt;
  guts&lt;br /&gt;
 many corpses&lt;br /&gt;
 some corpses&lt;br /&gt;
 a few corpses&lt;br /&gt;
 much gore&lt;br /&gt;
 some gore&lt;br /&gt;
 a few corpse chunks&lt;br /&gt;
 many skulls&lt;br /&gt;
 some skulls&lt;br /&gt;
 a few skulls&lt;br /&gt;
 many bones&lt;br /&gt;
 some bones&lt;br /&gt;
 a few bones&lt;br /&gt;
 many objects&lt;br /&gt;
 some objects&lt;br /&gt;
 a few objects&lt;br /&gt;
  stuck to &lt;br /&gt;
 warm &lt;br /&gt;
 damp &lt;br /&gt;
 vomit-covered &lt;br /&gt;
 blood-stained &lt;br /&gt;
 pus-spattered &lt;br /&gt;
 ichor-drenched &lt;br /&gt;
 mossy &lt;br /&gt;
 sculpted &lt;br /&gt;
 detailed &lt;br /&gt;
 rough-hewn &lt;br /&gt;
 straight &lt;br /&gt;
 smooth &lt;br /&gt;
 exposed &lt;br /&gt;
 pillar&lt;br /&gt;
 fortification&lt;br /&gt;
 cluster&lt;br /&gt;
 wall&lt;br /&gt;
  all&lt;br /&gt;
  amidst &lt;br /&gt;
 pus-spattered&lt;br /&gt;
 ichor-flecked&lt;br /&gt;
 a pool of &lt;br /&gt;
 chunky &lt;br /&gt;
 a slurry of &lt;br /&gt;
 a pile of &lt;br /&gt;
  vomit&lt;br /&gt;
 a spattering of &lt;br /&gt;
 a pile of vomit&lt;br /&gt;
 You slam&lt;br /&gt;
  into an obstacle and &lt;br /&gt;
 blow&lt;br /&gt;
 blows&lt;br /&gt;
  apart!&lt;br /&gt;
  into an obstacle!&lt;br /&gt;
 you&lt;br /&gt;
  struck by a ball of flames!&lt;br /&gt;
&lt;br /&gt;
 Random Buffer Overload&lt;br /&gt;
 SMELTER&lt;br /&gt;
 FUEL&lt;br /&gt;
 REAGENT&lt;br /&gt;
 PRODUCT&lt;br /&gt;
 Unrecognized Reaction Token: &lt;br /&gt;
 Unrecognized Metal Ore Token &lt;br /&gt;
  In Reaction Reagent&lt;br /&gt;
  ore&lt;br /&gt;
&lt;br /&gt;
 Set Region Information Overflow&lt;br /&gt;
 *START REGION SAVE*&lt;br /&gt;
 *START REGION DIM SAVE*&lt;br /&gt;
 *START REGION MAP SAVE*&lt;br /&gt;
 *START REGION GEOLOGY SAVE*&lt;br /&gt;
 *START REGION SUBREGION SAVE*&lt;br /&gt;
 Not enough peaks&lt;br /&gt;
 Not enough medium altitudes&lt;br /&gt;
 Not enough medium altitudes after shift down&lt;br /&gt;
 Not enough low altitudes after shift down&lt;br /&gt;
 Not enough medium altitudes after shift up&lt;br /&gt;
 Not enough high altitudes after shift up&lt;br /&gt;
 Not enough edge oceans&lt;br /&gt;
 Rainfall not evenly distributed: &lt;br /&gt;
 Flat/rough areas not evenly distributed: &lt;br /&gt;
 Savagery not evenly distributed&lt;br /&gt;
 Volcanism not evenly distributed&lt;br /&gt;
 Initial swamp square count fails by &lt;br /&gt;
 Initial desert square count fails by &lt;br /&gt;
 Initial forest square count fails by &lt;br /&gt;
 Initial mountain square count fails by &lt;br /&gt;
 Initial ocean square count fails by &lt;br /&gt;
 Initial glacier square count fails by &lt;br /&gt;
 Initial tundra square count fails by &lt;br /&gt;
 Initial grassland square count fails by &lt;br /&gt;
 Initial hill square count fails by &lt;br /&gt;
 Not enough volcanos&lt;br /&gt;
 Swamp region count fails by &lt;br /&gt;
 Desert region count fails by &lt;br /&gt;
 Forest region count fails by &lt;br /&gt;
 Mountain region count fails by &lt;br /&gt;
 Ocean region count fails by &lt;br /&gt;
 Glacier region count fails by &lt;br /&gt;
 Tundra region count fails by &lt;br /&gt;
 Grassland region count fails by &lt;br /&gt;
 Hill region count fails by &lt;br /&gt;
 Not enough river start points before erosion&lt;br /&gt;
 Not enough river start points after erosion&lt;br /&gt;
 Too many distinct subregions (over by &lt;br /&gt;
  will be logged after parameter dump.&lt;br /&gt;
 A world gen error from DF &lt;br /&gt;
 Error sorting rivers: working with &lt;br /&gt;
  ran into &lt;br /&gt;
 Not enough medium altitude locations after erosion&lt;br /&gt;
 Not enough low altitude locations after erosion&lt;br /&gt;
 Not enough high altitude locations after erosion&lt;br /&gt;
 Not enough mountain cave locations&lt;br /&gt;
 Not enough mountain cave locations after location check&lt;br /&gt;
 Not enough low-lying cave locations&lt;br /&gt;
 Not enough low-lying cave locations after location check&lt;br /&gt;
 Not enough entity placement locations&lt;br /&gt;
 No entity definitions available&lt;br /&gt;
 No controllable entity definitions available&lt;br /&gt;
 Did not place controllable entity&lt;br /&gt;
 Final swamp region count fails by &lt;br /&gt;
 Final desert region count fails by &lt;br /&gt;
 Final forest region count fails by &lt;br /&gt;
 Final mountain region count fails by &lt;br /&gt;
 Final ocean region count fails by &lt;br /&gt;
 Final glacier region count fails by &lt;br /&gt;
 Final tundra region count fails by &lt;br /&gt;
 Final grassland region count fails by &lt;br /&gt;
 Final hill region count fails by &lt;br /&gt;
 It is raining outside.&lt;br /&gt;
 It is snowing outside.&lt;br /&gt;
 There is thick fog outside.&lt;br /&gt;
 There is fog outside.&lt;br /&gt;
 There is a thin mist outside.&lt;br /&gt;
 You cannot see the sky clearly from here, but the available sunlight indicates &lt;br /&gt;
 the night&lt;br /&gt;
 the dawn&lt;br /&gt;
 the day&lt;br /&gt;
 the sunset&lt;br /&gt;
 It is raining.&lt;br /&gt;
 It is snowing.&lt;br /&gt;
 There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
 Fog enshrouds the area.&lt;br /&gt;
 There is a thin mist here.&lt;br /&gt;
 The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
 The sky above you is completely gray, with dark pillars of pressing through it.&lt;br /&gt;
 A towering gray cloud descends from the white sky above you.&lt;br /&gt;
 The sky above you is a uniform and dark gray.&lt;br /&gt;
 The sky above you is gray.&lt;br /&gt;
 The sky above you is hazy and white.&lt;br /&gt;
 A dark, towering cloud rises into a striped sky.&lt;br /&gt;
 Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
 There are scattered clouds underneath a striped sky.&lt;br /&gt;
 The sky is striped with thin clouds.&lt;br /&gt;
 A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
 There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
 There are scattered puffy clouds above you.&lt;br /&gt;
 The sky is clear above you.&lt;br /&gt;
 The sun is rising&lt;br /&gt;
  in the west&lt;br /&gt;
  in the east&lt;br /&gt;
 The sun is&lt;br /&gt;
  low&lt;br /&gt;
  high&lt;br /&gt;
 western&lt;br /&gt;
 eastern&lt;br /&gt;
  sky&lt;br /&gt;
 The sun is directly above you&lt;br /&gt;
 The sun is setting&lt;br /&gt;
  to the east&lt;br /&gt;
  to the west&lt;br /&gt;
  behind the clouds&lt;br /&gt;
 full moon&lt;br /&gt;
 waxing gibbous moon&lt;br /&gt;
 waxing half moon&lt;br /&gt;
 waxing crecent moon&lt;br /&gt;
 waning gibbous moon&lt;br /&gt;
 waning half moon&lt;br /&gt;
 waning crescent moon&lt;br /&gt;
  is rising&lt;br /&gt;
  is directly above you&lt;br /&gt;
  is setting&lt;br /&gt;
  bright behind the clouds&lt;br /&gt;
  pale behind the clouds&lt;br /&gt;
  hardly visible behind the clouds&lt;br /&gt;
 The stars are out.&lt;br /&gt;
 There is a strong breeze blowing from the &lt;br /&gt;
 There is a cool breeze blowing from the &lt;br /&gt;
 There is a gentle breeze blowing from the &lt;br /&gt;
 south&lt;br /&gt;
 north&lt;br /&gt;
 east&lt;br /&gt;
 west&lt;br /&gt;
 Loop Erase River Overflow&lt;br /&gt;
 Loop Erase River Placement Overflow&lt;br /&gt;
 Loop Erase River Temp River Placement Overflow&lt;br /&gt;
 territory_map-&lt;br /&gt;
 historical_map-&lt;br /&gt;
 world_map-&lt;br /&gt;
 -world_gen_param&lt;br /&gt;
 Inappropriate Waterlevel Biome Choice (2)&lt;br /&gt;
 Inappropriate Waterlevel Biome Choice (4)&lt;br /&gt;
 Midmap effective coordinate check out of bounds&lt;br /&gt;
 [WORLD_GEN]&lt;br /&gt;
 CUSTOM_NAME:&lt;br /&gt;
 SEED:&lt;br /&gt;
 HISTORY_SEED:&lt;br /&gt;
 NAME_SEED:&lt;br /&gt;
 DIM:&lt;br /&gt;
 END_YEAR:&lt;br /&gt;
 BEAST_END_YEAR:&lt;br /&gt;
 REVEAL_ALL_HISTORY:&lt;br /&gt;
 CULL_HISTORICAL_FIGURES:&lt;br /&gt;
 [ELEVATION_FREQUENCY:&lt;br /&gt;
 [RAIN_FREQUENCY:&lt;br /&gt;
 [DRAINAGE_FREQUENCY:&lt;br /&gt;
 [TEMPERATURE_FREQUENCY:&lt;br /&gt;
 [SAVAGERY_FREQUENCY:&lt;br /&gt;
 [VOLCANISM_FREQUENCY:&lt;br /&gt;
 GOOD_SQ_COUNTS:&lt;br /&gt;
 EVIL_SQ_COUNTS:&lt;br /&gt;
 PEAK_NUMBER_MIN:&lt;br /&gt;
 OCEAN_EDGE_MIN:&lt;br /&gt;
 VOLCANO_MIN:&lt;br /&gt;
 [REGION_COUNTS:&lt;br /&gt;
 EROSION_CYCLE_COUNT:&lt;br /&gt;
 RIVER_MINS:&lt;br /&gt;
 PERIODICALLY_ERODE_EXTREMES:&lt;br /&gt;
 OROGRAPHIC_PRECIPITATION:&lt;br /&gt;
 SUBREGION_MAX:&lt;br /&gt;
 CAVE_MIN_SIZE:&lt;br /&gt;
 CAVE_MAX_SIZE:&lt;br /&gt;
 MOUNTAIN_CAVE_MIN:&lt;br /&gt;
 NON_MOUNTAIN_CAVE_MIN:&lt;br /&gt;
 ALL_CAVES_VISIBLE:&lt;br /&gt;
 SHOW_EMBARK_RIVER:&lt;br /&gt;
 SHOW_EMBARK_POOL:&lt;br /&gt;
 SHOW_EMBARK_M_POOL:&lt;br /&gt;
 SHOW_EMBARK_M_PIPE:&lt;br /&gt;
 SHOW_EMBARK_CHASM:&lt;br /&gt;
 SHOW_EMBARK_PIT:&lt;br /&gt;
 SHOW_EMBARK_OTHER:&lt;br /&gt;
 SHOW_EMBARK_TUNNEL:&lt;br /&gt;
 TOTAL_CIV_NUMBER:&lt;br /&gt;
 TOTAL_CIV_POPULATION:&lt;br /&gt;
 PLAYABLE_CIVILIZATION_REQUIRED:&lt;br /&gt;
 ELEVATION_RANGES:&lt;br /&gt;
 RAIN_RANGES:&lt;br /&gt;
 DRAINAGE_RANGES:&lt;br /&gt;
 SAVAGERY_RANGES:&lt;br /&gt;
 VOLCANISM_RANGES:&lt;br /&gt;
 feature-&lt;br /&gt;
 data/save/current/feature-&lt;br /&gt;
 Mountain-Slope Overflow&lt;br /&gt;
 : Null Pop Num&lt;br /&gt;
 Non-feature related elevation hole&lt;br /&gt;
 You have located &lt;br /&gt;
 &amp;quot;, a &lt;br /&gt;
 fortress&lt;br /&gt;
 dark tower&lt;br /&gt;
 ruin&lt;br /&gt;
 cave&lt;br /&gt;
 forest retreat&lt;br /&gt;
 town&lt;br /&gt;
 /site-&lt;br /&gt;
 , Region Pop: Null Square Count&lt;br /&gt;
 -world_history&lt;br /&gt;
 Worship List&lt;br /&gt;
 Ruler List&lt;br /&gt;
 [*] &lt;br /&gt;
  (b.&lt;br /&gt;
 ???&lt;br /&gt;
  d. &lt;br /&gt;
 , Reign Began: &lt;br /&gt;
 , Inherited&lt;br /&gt;
  from mother&lt;br /&gt;
  from father&lt;br /&gt;
  from paternal grandmother&lt;br /&gt;
  from paternal grandfather&lt;br /&gt;
  from maternal grandmother&lt;br /&gt;
  from maternal grandfather&lt;br /&gt;
 , *** New Line&lt;br /&gt;
 , *** Original Line&lt;br /&gt;
 Married&lt;br /&gt;
  (d. &lt;br /&gt;
 Never Married&lt;br /&gt;
 No Children&lt;br /&gt;
  Child&lt;br /&gt;
  (out-lived)&lt;br /&gt;
  (out-lived &lt;br /&gt;
  of them)&lt;br /&gt;
  -- Ages&lt;br /&gt;
  at death&lt;br /&gt;
 (d. &lt;br /&gt;
       &lt;br /&gt;
 Worshipped &lt;br /&gt;
 Worships &lt;br /&gt;
 -world_sites_and_pops&lt;br /&gt;
 Parent Civ: &lt;br /&gt;
 Leader: &lt;br /&gt;
 Unnumbered &lt;br /&gt;
 Unnumbered&lt;br /&gt;
 Outdoor Animal Populations (Including Undead)&lt;br /&gt;
 data/save/current/region_snapshot-&lt;br /&gt;
 region_snapshot-&lt;br /&gt;
 Midmap creation failure on graphical map export: &lt;br /&gt;
 Elevation negative on graphical map export (main)&lt;br /&gt;
 Elevation negative on graphical map export (midmap)&lt;br /&gt;
 Empty biased index vector&lt;br /&gt;
 Biased index vector computation error&lt;br /&gt;
 ==&lt;br /&gt;
 &amp;lt;&lt;br /&gt;
 !=&lt;br /&gt;
 &amp;gt;=&lt;br /&gt;
 &amp;lt;=&lt;br /&gt;
 DREAM&lt;br /&gt;
 UNDEAD_ARMY&lt;br /&gt;
 DIPEV&lt;br /&gt;
 MEETING&lt;br /&gt;
 DIPSCRIPT&lt;br /&gt;
 SETVAR&lt;br /&gt;
 UNIT&lt;br /&gt;
 LONG&lt;br /&gt;
 ACTION&lt;br /&gt;
 IF&lt;br /&gt;
 ELSE&lt;br /&gt;
 ENDIF&lt;br /&gt;
 TEXTVIEWER&lt;br /&gt;
 HISTORY_DIPEV&lt;br /&gt;
 DISCUSS&lt;br /&gt;
 TOPICDISCUSSION&lt;br /&gt;
 CONSTRUCTTOPICLIST&lt;br /&gt;
 DIPEVENT&lt;br /&gt;
 INVASION&lt;br /&gt;
 data/dipscript/text/&lt;br /&gt;
 FIRSTCONTACT&lt;br /&gt;
&lt;br /&gt;
 Connectivity Overflow&lt;br /&gt;
 Connectivity Placement Overflow&lt;br /&gt;
 Update Connectivity Placement Overflow&lt;br /&gt;
 FLUX&lt;br /&gt;
   Choose Fortress Location  &lt;br /&gt;
 Local&lt;br /&gt;
 Region&lt;br /&gt;
 World&lt;br /&gt;
 Temperate Conifer Forest&lt;br /&gt;
 Tropical Dry Brdlf Forest&lt;br /&gt;
 Tropical Moist Brdlf Forst&lt;br /&gt;
 Temperature: &lt;br /&gt;
 Freezing&lt;br /&gt;
 Temperate&lt;br /&gt;
 Warm&lt;br /&gt;
 Scorching&lt;br /&gt;
 Trees: &lt;br /&gt;
 Scarce&lt;br /&gt;
 Sparse&lt;br /&gt;
 Woodland&lt;br /&gt;
 Heavily Forested&lt;br /&gt;
 Other Vegetation: &lt;br /&gt;
 Moderate&lt;br /&gt;
 Thick&lt;br /&gt;
 Surroundings: &lt;br /&gt;
 Serene&lt;br /&gt;
 Calm&lt;br /&gt;
 Sinister&lt;br /&gt;
 Mirthful&lt;br /&gt;
 Wilderness&lt;br /&gt;
 Haunted&lt;br /&gt;
 Joyous Wilds&lt;br /&gt;
 Untamed Wilds&lt;br /&gt;
 Terrifying&lt;br /&gt;
 Multiple Constructions&lt;br /&gt;
 Major River: &lt;br /&gt;
 River: &lt;br /&gt;
 Minor River: &lt;br /&gt;
 Stream: &lt;br /&gt;
 Brook: &lt;br /&gt;
 Volcano: &lt;br /&gt;
 Mountain: &lt;br /&gt;
 Neighbors&lt;br /&gt;
 War&lt;br /&gt;
 --------&lt;br /&gt;
 No Trade&lt;br /&gt;
 Your Civilization&lt;br /&gt;
 Relative Elevation&lt;br /&gt;
 High&lt;br /&gt;
 Low&lt;br /&gt;
 Cliff Indicator&lt;br /&gt;
 Flat&lt;br /&gt;
 Slopes&lt;br /&gt;
 Low Cliffs&lt;br /&gt;
 Medium Cliffs&lt;br /&gt;
 High Cliffs&lt;br /&gt;
 Very High Cliffs (10+)&lt;br /&gt;
 Extreme Cliffs (20+)&lt;br /&gt;
 Reclaim &lt;br /&gt;
 Searching &lt;br /&gt;
 Find Desired Location&lt;br /&gt;
 No Suitable Site&lt;br /&gt;
 Partial Candidate&lt;br /&gt;
 Suitable Site&lt;br /&gt;
 X Dimension&lt;br /&gt;
 Y Dimension&lt;br /&gt;
 Rain&lt;br /&gt;
 Flux Stone&lt;br /&gt;
 Aquifer&lt;br /&gt;
 Underground River&lt;br /&gt;
 Underground Pool&lt;br /&gt;
 Magma Pool&lt;br /&gt;
 Magma Pipe&lt;br /&gt;
 Bottomless Pit&lt;br /&gt;
 Other Features&lt;br /&gt;
 Medium&lt;br /&gt;
 Reclaim a Fortress&lt;br /&gt;
 : Change Mode&lt;br /&gt;
 : Text Done&lt;br /&gt;
 : Enter Text&lt;br /&gt;
 : Move Local Area&lt;br /&gt;
 : Resize Local Area&lt;br /&gt;
 : Symbol Select&lt;br /&gt;
 : Adopt Symbol&lt;br /&gt;
 : List&lt;br /&gt;
 Movement keys control region cursor.&lt;br /&gt;
 : Add Note&lt;br /&gt;
 : View Note&lt;br /&gt;
 : Delete Note&lt;br /&gt;
 NOTICE: Notes are saved only when you save/lose your fort.&lt;br /&gt;
 : Change Selection&lt;br /&gt;
 : Do Search&lt;br /&gt;
 : Reclaim!&lt;br /&gt;
 : Cancel Reclaim&lt;br /&gt;
 : Embark!&lt;br /&gt;
 : Reclaim&lt;br /&gt;
 : Find Desired Location&lt;br /&gt;
 : Notes&lt;br /&gt;
 : View Biome&lt;br /&gt;
 Are you sure you want to embark here?&lt;br /&gt;
 This is your only warning!&lt;br /&gt;
 You have selected the largest possible area.&lt;br /&gt;
 You have selected a very large area.&lt;br /&gt;
 You have selected a large area.&lt;br /&gt;
 Choose a smaller area if you experience lags.&lt;br /&gt;
 You have selected an area with salt water.&lt;br /&gt;
 It might be very difficult to survive here.&lt;br /&gt;
 You have selected an area with an aquifer.&lt;br /&gt;
 It might be very difficult to obtain stone here.&lt;br /&gt;
   Choose Name  &lt;br /&gt;
 Singular Noun&lt;br /&gt;
 Plural Noun&lt;br /&gt;
 Adjective&lt;br /&gt;
 Prefix&lt;br /&gt;
 Present (1st)&lt;br /&gt;
 Present (3rd)&lt;br /&gt;
 Preterite&lt;br /&gt;
 Past Participle&lt;br /&gt;
 Present Participle&lt;br /&gt;
 : Clear&lt;br /&gt;
  to move.  &lt;br /&gt;
  to use selected word.  You can also use the mouse.&lt;br /&gt;
 Front Compound&lt;br /&gt;
 Rear Compound&lt;br /&gt;
 First Adjective&lt;br /&gt;
 Second Adjective&lt;br /&gt;
 Hyphen Compound&lt;br /&gt;
 The X&lt;br /&gt;
 Of X&lt;br /&gt;
 Could not give dwarf &lt;br /&gt;
  skill: &lt;br /&gt;
 No dwarf in position &lt;br /&gt;
 Cannot afford &lt;br /&gt;
 No &lt;br /&gt;
  available&lt;br /&gt;
   Prepare for the Expedition to &lt;br /&gt;
   Prepare for the Journey to &lt;br /&gt;
 Play Now!&lt;br /&gt;
 Prepare for the journey carefully&lt;br /&gt;
 Use &lt;br /&gt;
 : Prepare to embark!&lt;br /&gt;
 : Change selection&lt;br /&gt;
 Profile &lt;br /&gt;
 : Change Mode  &lt;br /&gt;
 : Embark!    &lt;br /&gt;
 : Choose&lt;br /&gt;
 : Add  &lt;br /&gt;
 : New&lt;br /&gt;
 : Customize&lt;br /&gt;
 Pts: &lt;br /&gt;
 : Save&lt;br /&gt;
 : Problems&lt;br /&gt;
 : Name Group&lt;br /&gt;
 : Items&lt;br /&gt;
 : Name Fortress&lt;br /&gt;
 : Add&lt;br /&gt;
 Warning!  The following embark profile name is already in use:&lt;br /&gt;
 : Overwrite&lt;br /&gt;
 : Go back&lt;br /&gt;
 To save these settings, choose a name for this embark profile:&lt;br /&gt;
 Embark preparations were not completed.&lt;br /&gt;
 ** Starting Reclaim **&lt;br /&gt;
 ** Starting New Outpost **&lt;br /&gt;
 data/init/embark_profiles.txt&lt;br /&gt;
 PROFILE&lt;br /&gt;
 RECLAIM_SKILL&lt;br /&gt;
 Unrecognized Embark Profile Token: &lt;br /&gt;
   Unintelligible!  &lt;br /&gt;
 This strange language cannot be translated.&lt;br /&gt;
&lt;br /&gt;
 Report Death of &lt;br /&gt;
 Kill &lt;br /&gt;
 [INITIAL_LOAD]&lt;br /&gt;
  cancels &lt;br /&gt;
 Unscheduled&lt;br /&gt;
 Cannot reach site&lt;br /&gt;
 Getting married&lt;br /&gt;
 Interrupted by &lt;br /&gt;
 combat&lt;br /&gt;
 Inappropriate dig square&lt;br /&gt;
 Area became inappropriate&lt;br /&gt;
 Moved&lt;br /&gt;
 Need empty bucket&lt;br /&gt;
 Need empty trap&lt;br /&gt;
 Need empty bag&lt;br /&gt;
 Need empty cage&lt;br /&gt;
 Need valid, active sand collection zone&lt;br /&gt;
 Sand vanished&lt;br /&gt;
 Incapable of carrying&lt;br /&gt;
 Too injured&lt;br /&gt;
 Resting injury&lt;br /&gt;
 Animal inaccessible&lt;br /&gt;
 Patient inaccessible&lt;br /&gt;
 Infant inaccessible&lt;br /&gt;
 No partner&lt;br /&gt;
 Item inaccessible&lt;br /&gt;
 Drop-off inaccessible&lt;br /&gt;
 Building inaccessible&lt;br /&gt;
 Area inaccessible&lt;br /&gt;
 Nothing in cage&lt;br /&gt;
 Nothing to cage&lt;br /&gt;
 Nothing to catch&lt;br /&gt;
 No patient&lt;br /&gt;
 No infant&lt;br /&gt;
 Already leading creature&lt;br /&gt;
 No food available&lt;br /&gt;
 Water source vanished&lt;br /&gt;
 No water source&lt;br /&gt;
 Water source contaminated&lt;br /&gt;
 Creature occupying site&lt;br /&gt;
 No bucket at well&lt;br /&gt;
 Bucket full of extraneous material&lt;br /&gt;
 Well dry&lt;br /&gt;
 Need office&lt;br /&gt;
 No weapon&lt;br /&gt;
 Wrong ammunition&lt;br /&gt;
 Ammunition inaccessible&lt;br /&gt;
 No ammunition&lt;br /&gt;
 No item&lt;br /&gt;
 Item blocking site&lt;br /&gt;
 Building site submerged&lt;br /&gt;
 Animal not restrained&lt;br /&gt;
 No creature&lt;br /&gt;
 Inappropriate building&lt;br /&gt;
 No building&lt;br /&gt;
 No floor space&lt;br /&gt;
 No designated area&lt;br /&gt;
 No party&lt;br /&gt;
 Wrong justice state&lt;br /&gt;
 Nothing in building&lt;br /&gt;
 Relieved&lt;br /&gt;
 Water is frozen&lt;br /&gt;
 Too insane&lt;br /&gt;
 Taken by mood&lt;br /&gt;
 Went insane&lt;br /&gt;
 Throwing tantrum&lt;br /&gt;
 Could not find path&lt;br /&gt;
 Path blocked&lt;br /&gt;
 Seeking artifact&lt;br /&gt;
 Handling dangerous creature&lt;br /&gt;
 Going to bed&lt;br /&gt;
 Seeking Infant&lt;br /&gt;
 Dangerous terrain&lt;br /&gt;
 Forbidden area&lt;br /&gt;
 Job item misplaced&lt;br /&gt;
 Job item lost or destroyed&lt;br /&gt;
 Getting food&lt;br /&gt;
 Getting water&lt;br /&gt;
 Hunting vermin for food&lt;br /&gt;
 Target inaccessible&lt;br /&gt;
 Target too injured&lt;br /&gt;
 No target&lt;br /&gt;
 No mechanism for target&lt;br /&gt;
 No target building&lt;br /&gt;
 No mechanism for trigger&lt;br /&gt;
 No trigger&lt;br /&gt;
 Attacking building&lt;br /&gt;
 Lost pick&lt;br /&gt;
 Invalid officer&lt;br /&gt;
 &amp;quot;Farewell!&amp;quot;  Leaving&lt;br /&gt;
 Removed from guard&lt;br /&gt;
 Equipment mismatch&lt;br /&gt;
 Caged&lt;br /&gt;
 Getting something to drink&lt;br /&gt;
 Using well&lt;br /&gt;
 Lost axe&lt;br /&gt;
 Not broker&lt;br /&gt;
  suspended the construction of &lt;br /&gt;
  suspended a linkage from &lt;br /&gt;
 ) has been completed.&lt;br /&gt;
 OVERWROTE JOB: &lt;br /&gt;
  BY &lt;br /&gt;
  lose&lt;br /&gt;
  loses&lt;br /&gt;
  hold of the &lt;br /&gt;
 miner&lt;br /&gt;
 woodworker&lt;br /&gt;
 carpenter&lt;br /&gt;
 bowyer&lt;br /&gt;
 woodcutter&lt;br /&gt;
 stoneworker&lt;br /&gt;
 engraver&lt;br /&gt;
 mason&lt;br /&gt;
 ranger&lt;br /&gt;
 animal caretaker&lt;br /&gt;
 animal trainer&lt;br /&gt;
 hunter&lt;br /&gt;
 trapper&lt;br /&gt;
 animal dissector&lt;br /&gt;
 metalsmith&lt;br /&gt;
 furnace operator&lt;br /&gt;
 weaponsmith&lt;br /&gt;
 armorer&lt;br /&gt;
 blacksmith&lt;br /&gt;
 metalcrafter&lt;br /&gt;
 jeweler&lt;br /&gt;
 gem cutter&lt;br /&gt;
 gem setter&lt;br /&gt;
 woodcrafter&lt;br /&gt;
 stonecrafter&lt;br /&gt;
 leatherworker&lt;br /&gt;
 bone carver&lt;br /&gt;
 weaver&lt;br /&gt;
 clothier&lt;br /&gt;
 glassmaker&lt;br /&gt;
 strand extractor&lt;br /&gt;
 King&lt;br /&gt;
 Queen&lt;br /&gt;
 King Consort&lt;br /&gt;
 Queen Consort&lt;br /&gt;
 fishery worker&lt;br /&gt;
 fisherman&lt;br /&gt;
 fish dissector&lt;br /&gt;
 fish cleaner&lt;br /&gt;
 farmer&lt;br /&gt;
 cheese maker&lt;br /&gt;
 milker&lt;br /&gt;
 cook&lt;br /&gt;
 thresher&lt;br /&gt;
 miller&lt;br /&gt;
 butcher&lt;br /&gt;
 tanner&lt;br /&gt;
 dyer&lt;br /&gt;
 planter&lt;br /&gt;
 herbalist&lt;br /&gt;
 brewer&lt;br /&gt;
 soap maker&lt;br /&gt;
 potash maker&lt;br /&gt;
 lye maker&lt;br /&gt;
 wood burner&lt;br /&gt;
 engineer&lt;br /&gt;
 mechanic&lt;br /&gt;
 siege engineer&lt;br /&gt;
 siege operator&lt;br /&gt;
 pump operator&lt;br /&gt;
 clerk&lt;br /&gt;
 administrator&lt;br /&gt;
 trader&lt;br /&gt;
 architect&lt;br /&gt;
 tax collector&lt;br /&gt;
 hammerer&lt;br /&gt;
 Baron&lt;br /&gt;
 Baroness&lt;br /&gt;
 Count&lt;br /&gt;
 Countess&lt;br /&gt;
 Duke&lt;br /&gt;
 Duchess&lt;br /&gt;
 Baron Consort&lt;br /&gt;
 Baroness Consort&lt;br /&gt;
 Count Consort&lt;br /&gt;
 Countess Consort&lt;br /&gt;
 Duke Consort&lt;br /&gt;
 Duchess Consort&lt;br /&gt;
 philosopher&lt;br /&gt;
 advisor&lt;br /&gt;
 alchemist&lt;br /&gt;
 Dungeon Master&lt;br /&gt;
 merchant&lt;br /&gt;
 drunk&lt;br /&gt;
 guild representative&lt;br /&gt;
 merchant baron&lt;br /&gt;
 merchant baroness&lt;br /&gt;
 merchant prince&lt;br /&gt;
 merchant princess&lt;br /&gt;
  Liaison&lt;br /&gt;
 druid&lt;br /&gt;
 champion&lt;br /&gt;
 hammerman&lt;br /&gt;
 Hammer Lord&lt;br /&gt;
 spearman&lt;br /&gt;
 Spearmaster&lt;br /&gt;
 crossbowman&lt;br /&gt;
 Elite &lt;br /&gt;
 wrestler&lt;br /&gt;
 Elite Wrestler&lt;br /&gt;
 axeman&lt;br /&gt;
 Axe Lord&lt;br /&gt;
 swordsman&lt;br /&gt;
 Swordmaster&lt;br /&gt;
 maceman&lt;br /&gt;
 Mace Lord&lt;br /&gt;
 pikeman&lt;br /&gt;
 Pikemaster&lt;br /&gt;
 bowman&lt;br /&gt;
 blowgunner&lt;br /&gt;
 Master Blowgunner&lt;br /&gt;
 lasher&lt;br /&gt;
 Master Lasher&lt;br /&gt;
 recruit&lt;br /&gt;
 Master Thief&lt;br /&gt;
 thief&lt;br /&gt;
 babies&lt;br /&gt;
 baby&lt;br /&gt;
 Peasant&lt;br /&gt;
 peasant&lt;br /&gt;
 Guard&lt;br /&gt;
 Priestess&lt;br /&gt;
 Priest&lt;br /&gt;
 Shopkeeper&lt;br /&gt;
 High Priestess&lt;br /&gt;
 Stray &lt;br /&gt;
 Zombie&lt;br /&gt;
 Zombie &lt;br /&gt;
 Skeleton&lt;br /&gt;
 Skeletal &lt;br /&gt;
  (Tame)&lt;br /&gt;
 Woodworker&lt;br /&gt;
 Woodcutter&lt;br /&gt;
 Stoneworker&lt;br /&gt;
 Ranger&lt;br /&gt;
 Hunter&lt;br /&gt;
 Armorer&lt;br /&gt;
 Blacksmith&lt;br /&gt;
 Metalcrafter&lt;br /&gt;
 Jeweler&lt;br /&gt;
 Woodcrafter&lt;br /&gt;
 Stonecrafter&lt;br /&gt;
 Fishery Worker&lt;br /&gt;
 Farmer&lt;br /&gt;
 Planter&lt;br /&gt;
 Engineer&lt;br /&gt;
 Clerk&lt;br /&gt;
 Administrator&lt;br /&gt;
 Trader&lt;br /&gt;
 Architect&lt;br /&gt;
 Tax Collector&lt;br /&gt;
 Hammerer&lt;br /&gt;
 Wise&lt;br /&gt;
 Royal Advisor&lt;br /&gt;
 Drunk&lt;br /&gt;
 Guild Representative&lt;br /&gt;
 Merchant Baron&lt;br /&gt;
 Merchant Baroness&lt;br /&gt;
 Merchant Prince&lt;br /&gt;
 Merchant Princess&lt;br /&gt;
 Champion&lt;br /&gt;
 Recruit&lt;br /&gt;
 Thief&lt;br /&gt;
 Baby&lt;br /&gt;
  Zombie&lt;br /&gt;
  Skeleton&lt;br /&gt;
 COPPER&lt;br /&gt;
 SILVER&lt;br /&gt;
 ELECTRUM&lt;br /&gt;
 GOLD&lt;br /&gt;
 PLATINUM&lt;br /&gt;
 DIAMOND&lt;br /&gt;
 EMERALD&lt;br /&gt;
 RUBY&lt;br /&gt;
 SAPPHIRE&lt;br /&gt;
 DRAGON&lt;br /&gt;
 ITEM_WEAPON_SWORD_2H&lt;br /&gt;
 ITEM_ARMOR_PLATEMAIL&lt;br /&gt;
 ITEM_ARMOR_CLOAK&lt;br /&gt;
 CAVE WHEAT&lt;br /&gt;
  is more experienced.&lt;br /&gt;
  has become a legendary champion!  Hail &lt;br /&gt;
 There is nothing to catch in the river.&lt;br /&gt;
 There is nothing to catch in the cave river.&lt;br /&gt;
 There is nothing to catch in the underground pool.&lt;br /&gt;
 There is nothing to catch in the magma pool.&lt;br /&gt;
 There is nothing to catch in the magma pipe.&lt;br /&gt;
 There is nothing to catch in the chasm.&lt;br /&gt;
 There is nothing to catch in the pit.&lt;br /&gt;
 There is nothing to catch in the underworld.&lt;br /&gt;
 There is nothing to catch in the &lt;br /&gt;
 northwestern&lt;br /&gt;
 southwestern&lt;br /&gt;
 northeastern&lt;br /&gt;
 southeastern&lt;br /&gt;
 northern&lt;br /&gt;
 southern&lt;br /&gt;
 central&lt;br /&gt;
 ocean&lt;br /&gt;
 lake&lt;br /&gt;
 swamps&lt;br /&gt;
  is stricken by melancholy!&lt;br /&gt;
  has gone stark raving mad!&lt;br /&gt;
  has gone berserk!&lt;br /&gt;
  has forgotten a demand.&lt;br /&gt;
  has a new demand.&lt;br /&gt;
  has imposed a ban on certain exports.&lt;br /&gt;
  has mandated the construction of certain goods.&lt;br /&gt;
  has altered the prices of goods.&lt;br /&gt;
  caught in a cloud of boiling &lt;br /&gt;
  caught in a lava mist!&lt;br /&gt;
  caught in dragonfire!&lt;br /&gt;
  caught in a pool of lava!&lt;br /&gt;
  caught in a pool of magma!&lt;br /&gt;
  over.&lt;br /&gt;
  regain&lt;br /&gt;
  regains&lt;br /&gt;
  consciousness.&lt;br /&gt;
  partially free of the web.&lt;br /&gt;
  completely free of the web.&lt;br /&gt;
  feel&lt;br /&gt;
  looks&lt;br /&gt;
  numb!&lt;br /&gt;
  have&lt;br /&gt;
  has&lt;br /&gt;
  fully overcome the paralysis.&lt;br /&gt;
  partially overcome the paralysis.&lt;br /&gt;
  completely paralyzed!&lt;br /&gt;
  feeling sluggish!&lt;br /&gt;
  partially paralyzed!&lt;br /&gt;
  vomits&lt;br /&gt;
  into the ocean wave&lt;br /&gt;
  into the boiling &lt;br /&gt;
  into the lava mist&lt;br /&gt;
  into the dragonfire&lt;br /&gt;
  into the flames&lt;br /&gt;
  and bits of it get stuck in the web&lt;br /&gt;
  into the sea foam&lt;br /&gt;
 The rest of the vomit burns away in the lava.&lt;br /&gt;
 The vomit burns away in the lava.&lt;br /&gt;
 The rest of the vomit burns away in the magma.&lt;br /&gt;
 The vomit burns away in the magma.&lt;br /&gt;
 The rest of the vomit disappears into the water.&lt;br /&gt;
 The vomit disappears into the water.&lt;br /&gt;
 The rest of the vomit falls away into the chasm.&lt;br /&gt;
 The vomit falls away into the chasm.&lt;br /&gt;
 The rest of the vomit falls away into the underworld.&lt;br /&gt;
 The vomit falls away into the underworld.&lt;br /&gt;
 The rest of the vomit splatters into the shallow puddle of water.&lt;br /&gt;
 The vomit splatters into the shallow puddle of water.&lt;br /&gt;
  stunned!&lt;br /&gt;
  no longer stunned.&lt;br /&gt;
  out from exhaustion.&lt;br /&gt;
  collapse and fall&lt;br /&gt;
  collapses and falls&lt;br /&gt;
  to the ground from over-exertion.&lt;br /&gt;
  give&lt;br /&gt;
  gives&lt;br /&gt;
  in to pain.&lt;br /&gt;
  is throwing a tantrum!&lt;br /&gt;
  have given a resident &lt;br /&gt;
  the name &lt;br /&gt;
  has grown to become a &lt;br /&gt;
  is no longer enraged.&lt;br /&gt;
  has left the martial trance.&lt;br /&gt;
  has calmed down.&lt;br /&gt;
  has given birth to &lt;br /&gt;
  are unable to break&lt;br /&gt;
  is unable to break&lt;br /&gt;
  flies off in an arc!&lt;br /&gt;
  flies off in a bloody arc!&lt;br /&gt;
  is torn away!&lt;br /&gt;
 smashed into the body, an unrecognizable mass&lt;br /&gt;
 split in half from the crown to the chin&lt;br /&gt;
 torn apart&lt;br /&gt;
 pierced through entirely&lt;br /&gt;
 incinerated&lt;br /&gt;
 is shattered&lt;br /&gt;
 collapses into a lump of gore&lt;br /&gt;
 is cloven asunder&lt;br /&gt;
 is torn into pieces&lt;br /&gt;
 is pierced through completely&lt;br /&gt;
 is incinerated&lt;br /&gt;
 explodes in gore&lt;br /&gt;
 is mostly cut away from the rest of the torso&lt;br /&gt;
 is ripped into loose shreds&lt;br /&gt;
 is run through&lt;br /&gt;
 damaged&lt;br /&gt;
 bruised&lt;br /&gt;
 cut&lt;br /&gt;
 torn&lt;br /&gt;
 pierced&lt;br /&gt;
 singed&lt;br /&gt;
 blistered&lt;br /&gt;
 chilled&lt;br /&gt;
 badly damaged&lt;br /&gt;
 battered&lt;br /&gt;
 badly gashed&lt;br /&gt;
 badly ripped&lt;br /&gt;
 badly pierced&lt;br /&gt;
 charred&lt;br /&gt;
 frostbitten&lt;br /&gt;
 very badly damaged!&lt;br /&gt;
 cracked by the heat!&lt;br /&gt;
 cracked by the cold!&lt;br /&gt;
 broken!&lt;br /&gt;
 nearly shattered!&lt;br /&gt;
 partially incinerated!&lt;br /&gt;
 frozen through!&lt;br /&gt;
 mangled!&lt;br /&gt;
 Horrors!  Demons in the deep!&lt;br /&gt;
 An ambush!  Drive them out!&lt;br /&gt;
 Thief!  Protect the hoard from skulking filth!&lt;br /&gt;
 An ambush!  Skulking vermin!&lt;br /&gt;
 An ambush!  Curse all friends of nature!&lt;br /&gt;
 An ambush!  Curse them!&lt;br /&gt;
 !  Drive it away!&lt;br /&gt;
 Snatcher!  Protect the children!&lt;br /&gt;
 An injured &lt;br /&gt;
  has sprung from ambush!&lt;br /&gt;
  hidden away here.&lt;br /&gt;
 You've spotted a &lt;br /&gt;
 You spring from ambush!&lt;br /&gt;
 You've been spotted!&lt;br /&gt;
  have been knocked unconscious!&lt;br /&gt;
  has been knocked unconscious!&lt;br /&gt;
  have been stunned!&lt;br /&gt;
  has been stunned!&lt;br /&gt;
  have been stunned again!&lt;br /&gt;
  has been stunned again!&lt;br /&gt;
  are having trouble breathing!&lt;br /&gt;
  is having trouble breathing!&lt;br /&gt;
  are having more trouble breathing!&lt;br /&gt;
  is having more trouble breathing!&lt;br /&gt;
  feel sick!&lt;br /&gt;
  looks sick!&lt;br /&gt;
  feel even more sick!&lt;br /&gt;
  looks even more sick!&lt;br /&gt;
  has been pierced&lt;br /&gt;
  entrails shoot out through the wound!&lt;br /&gt;
  has been &lt;br /&gt;
 charred to a cinder&lt;br /&gt;
 frozen completely&lt;br /&gt;
 smashed apart&lt;br /&gt;
 sprained&lt;br /&gt;
 burned again&lt;br /&gt;
 charred again&lt;br /&gt;
 frostbitten again&lt;br /&gt;
 sprained again&lt;br /&gt;
 badly burned&lt;br /&gt;
 badly charred&lt;br /&gt;
 badly frostbitten&lt;br /&gt;
 badly sprained&lt;br /&gt;
 badly burned again&lt;br /&gt;
 badly charred again&lt;br /&gt;
 badly frostbitten again&lt;br /&gt;
 badly sprained again&lt;br /&gt;
 cracked by the heat&lt;br /&gt;
 cracked by the cold&lt;br /&gt;
 broken&lt;br /&gt;
 broken again&lt;br /&gt;
 crippled&lt;br /&gt;
 crippled again&lt;br /&gt;
 badly cut&lt;br /&gt;
 badly torn&lt;br /&gt;
 badly bruised&lt;br /&gt;
 blackened by the heat&lt;br /&gt;
 blackened by the cold&lt;br /&gt;
 mangled&lt;br /&gt;
 mangled again&lt;br /&gt;
 You feel your blood being sucked through the wound!&lt;br /&gt;
  even more numb!&lt;br /&gt;
  light-headed!&lt;br /&gt;
  even more light-headed!&lt;br /&gt;
  blocks&lt;br /&gt;
  the dragonfire.&lt;br /&gt;
  the fire.&lt;br /&gt;
  breathe&lt;br /&gt;
  breathes&lt;br /&gt;
  fire!&lt;br /&gt;
  shoot&lt;br /&gt;
  shoots&lt;br /&gt;
  out thick strands of webbing!&lt;br /&gt;
 unit contained in unit&lt;br /&gt;
 Double Caged Unit&lt;br /&gt;
 Receive job pay: NULL JOB&lt;br /&gt;
  has taken a request from the &lt;br /&gt;
  has changed the guild wages.&lt;br /&gt;
  has mandated that certain jobs be completed.&lt;br /&gt;
  now commands &lt;br /&gt;
  renames &lt;br /&gt;
 They have organized a wedding reception&lt;br /&gt;
  has organized a party&lt;br /&gt;
 You are &lt;br /&gt;
 blistering&lt;br /&gt;
 being incinerated&lt;br /&gt;
 being frozen solid&lt;br /&gt;
 freezing to death&lt;br /&gt;
 on fire&lt;br /&gt;
 burning alive&lt;br /&gt;
 burning to death&lt;br /&gt;
 You are melting!&lt;br /&gt;
 You are boiling!&lt;br /&gt;
 ecstatic&lt;br /&gt;
 happy&lt;br /&gt;
 quite content&lt;br /&gt;
 fine&lt;br /&gt;
 unhappy&lt;br /&gt;
 very unhappy&lt;br /&gt;
 miserable&lt;br /&gt;
  lately.  &lt;br /&gt;
 gave birth to &lt;br /&gt;
  recently&lt;br /&gt;
 got married recently&lt;br /&gt;
 became caught up in a new romance recently&lt;br /&gt;
 gained siblings&lt;br /&gt;
 gained a sibling&lt;br /&gt;
 became a parent&lt;br /&gt;
 slept uneasily due to noise lately&lt;br /&gt;
 slept very uneasily due to noise lately&lt;br /&gt;
 was woken by noise while sleeping lately&lt;br /&gt;
 has been evicted lately&lt;br /&gt;
 has been tired lately&lt;br /&gt;
 had a miscarriage recently&lt;br /&gt;
 has been exhausted lately&lt;br /&gt;
 has complained of hunger lately&lt;br /&gt;
 has complained of thirst lately&lt;br /&gt;
 has been starving lately&lt;br /&gt;
 has been dehydrated lately&lt;br /&gt;
 was worried by the scarcity of royal guards lately&lt;br /&gt;
 was worried by the scarcity of fortress guards lately&lt;br /&gt;
 was worried by the scarcity of cages and chains lately&lt;br /&gt;
 was unable to reach a room for tax collection lately&lt;br /&gt;
 was misinformed about a room for tax collection lately&lt;br /&gt;
 was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
 has been taxed recently&lt;br /&gt;
 has lost property to the Royal Guard recently&lt;br /&gt;
 was upset to have disappointed a noble lately&lt;br /&gt;
 has been attacked lately&lt;br /&gt;
 has been attacked by a dead pet lately&lt;br /&gt;
 has been attacked by a dead spouse lately&lt;br /&gt;
 has been attacked by a dead lover lately&lt;br /&gt;
 has been attacked by a dead sibling lately&lt;br /&gt;
 has been attacked by own dead mother lately&lt;br /&gt;
 has been attacked by own dead father lately&lt;br /&gt;
 has been attacked by own dead child lately&lt;br /&gt;
 has been attacked by a dead friend lately&lt;br /&gt;
 has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
 has been attacked by the dead lately&lt;br /&gt;
 was forced to eat vermin to survive lately&lt;br /&gt;
 was forced to eat a beloved creature to survive lately&lt;br /&gt;
 was forced to eat a treasured pet to survive lately&lt;br /&gt;
 has complained of the lack of chairs lately&lt;br /&gt;
 has complained of the crowded tables lately&lt;br /&gt;
 has complained of the lack of dining tables lately&lt;br /&gt;
 has complained of the lack of a well lately&lt;br /&gt;
 has complained of the nasty water lately&lt;br /&gt;
 was forced to drink &lt;br /&gt;
  water lately&lt;br /&gt;
 was forced to drink slime lately&lt;br /&gt;
 was forced to drink vomit lately&lt;br /&gt;
 has suffered the travesty of art defacement&lt;br /&gt;
 has been annoyed by flies&lt;br /&gt;
 has witnessed death&lt;br /&gt;
 has lost a pet recently&lt;br /&gt;
 is happy to be free&lt;br /&gt;
 had a satisfying sparring session recently&lt;br /&gt;
 killed somebody by accident while sparring recently&lt;br /&gt;
 enjoyed starting a fist fight recently&lt;br /&gt;
 enjoyed smashing up a building recently&lt;br /&gt;
 enjoyed toppling something over recently&lt;br /&gt;
 enjoyed throwing something recently&lt;br /&gt;
 accidentally killed somebody in a fit of rage recently&lt;br /&gt;
 has lost a spouse to tragedy recently&lt;br /&gt;
 has lost a lover to tragedy recently&lt;br /&gt;
 had a terrifying nightmare about an army of the dead&lt;br /&gt;
 has lost an annoying acquaintance to tragedy recently&lt;br /&gt;
 was just a little happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 was happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 was thrilled to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
 has lost a friend to tragedy recently&lt;br /&gt;
 has lost a sibling to tragedy recently&lt;br /&gt;
 has lost a child to tragedy recently&lt;br /&gt;
 has lost a mother to tragedy recently&lt;br /&gt;
 has lost a father to tragedy recently&lt;br /&gt;
 was forced to endure the decay of a pet&lt;br /&gt;
 was forced to endure the decay of a spouse&lt;br /&gt;
 was forced to endure the decay of a lover&lt;br /&gt;
 was forced to endure the decay of a sibling&lt;br /&gt;
 was forced to endure the decay of a mother&lt;br /&gt;
 was forced to endure the decay of a father&lt;br /&gt;
 was forced to endure the decay of a child&lt;br /&gt;
 was forced to endure the decay of a friend&lt;br /&gt;
 was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
 has been accosted by terrible vermin&lt;br /&gt;
 saw something unpleasant in a cage recently&lt;br /&gt;
 was comforted by a wonderful creature in a cage recently&lt;br /&gt;
 saw something unpleasant in a pond recently&lt;br /&gt;
 was comforted by a wonderful creature in a pond recently&lt;br /&gt;
 was able to rest and recuperate lately&lt;br /&gt;
 received water recently&lt;br /&gt;
 received food recently&lt;br /&gt;
 was rescued recently&lt;br /&gt;
 was overjoyed to be able to give somebody water lately&lt;br /&gt;
 was happy to have been able to give somebody water lately&lt;br /&gt;
 was pleased to have been able to give somebody water lately&lt;br /&gt;
 gave somebody water lately&lt;br /&gt;
 was irritated at having to give somebody water lately&lt;br /&gt;
 was unhappy at having to give somebody water lately&lt;br /&gt;
 has suffered the pain of having to give somebody water lately&lt;br /&gt;
 was overjoyed to be able to give somebody food lately&lt;br /&gt;
 was happy to have been able to give somebody food lately&lt;br /&gt;
 was pleased to have been able to give somebody food lately&lt;br /&gt;
 gave somebody food lately&lt;br /&gt;
 was irritated at having to give somebody food lately&lt;br /&gt;
 was unhappy at having to give somebody food lately&lt;br /&gt;
 has suffered the pain of having to give somebody food lately&lt;br /&gt;
 was overjoyed to be able to help somebody to bed lately&lt;br /&gt;
 was happy to have been able to help somebody to bed lately&lt;br /&gt;
 was pleased to have been able to help somebody to bed lately&lt;br /&gt;
 brought somebody to bed lately&lt;br /&gt;
 was irritated at having to haul somebody to bed lately&lt;br /&gt;
 was unhappy at having to haul somebody to bed lately&lt;br /&gt;
 has suffered the pain of having to haul somebody to bed lately&lt;br /&gt;
 has complained about the draft lately&lt;br /&gt;
 was worried not to have adequate protection lately&lt;br /&gt;
 was upset about being relieved from duty&lt;br /&gt;
 was honored to join the Royal Guard&lt;br /&gt;
 was upset about being expelled from the Royal Guard&lt;br /&gt;
 was honored to join the Fortress Guard&lt;br /&gt;
 was upset about being expelled from the Fortress Guard&lt;br /&gt;
 has been satisfied at work lately&lt;br /&gt;
 was happy to have pleased a noble lately&lt;br /&gt;
 was pleased that the tax collection went smoothly lately&lt;br /&gt;
 is quite pleased with making an artifact&lt;br /&gt;
 was upset that a criminal could not be properly punished&lt;br /&gt;
 was glad to have punishment reduced recently&lt;br /&gt;
 was upset by the delayed punishment of a criminal&lt;br /&gt;
 was glad to have punishment delayed recently&lt;br /&gt;
 beat somebody recently&lt;br /&gt;
 beat somebody with a hammer recently&lt;br /&gt;
 was beaten recently&lt;br /&gt;
 was beaten with a hammer recently&lt;br /&gt;
 is depressed about being confined&lt;br /&gt;
 made a satisfying acquisition lately&lt;br /&gt;
 talked with a pet lately&lt;br /&gt;
 talked with the spouse lately&lt;br /&gt;
 talked with a lover lately&lt;br /&gt;
 talked with a sibling lately&lt;br /&gt;
 talked with mother lately&lt;br /&gt;
 talked with father lately&lt;br /&gt;
 talked with a child lately&lt;br /&gt;
 talked with a friend lately&lt;br /&gt;
 was forced to talk to somebody annoying lately&lt;br /&gt;
 talked with somebody lately&lt;br /&gt;
 made a friend recently&lt;br /&gt;
 formed a grudge recently&lt;br /&gt;
 adopted a new pet recently&lt;br /&gt;
 was unhappy with the lack of work last season&lt;br /&gt;
 was caught in the rain recently&lt;br /&gt;
 was caught in a snow storm recently&lt;br /&gt;
 has been tired of eating the same old food lately&lt;br /&gt;
 has been tired of drinking the same old booze lately&lt;br /&gt;
 ate rotten food lately&lt;br /&gt;
 drank something spoiled lately&lt;br /&gt;
 took joy in slaughter lately&lt;br /&gt;
 ate a pretty decent meal lately&lt;br /&gt;
 ate a fine dish lately&lt;br /&gt;
 ate a wonderful dish lately&lt;br /&gt;
 ate a truly decadent dish lately&lt;br /&gt;
 ate a legendary meal lately&lt;br /&gt;
 had a pretty decent drink lately&lt;br /&gt;
 had a fine drink lately&lt;br /&gt;
 had a wonderful drink lately&lt;br /&gt;
 had a truly decadent drink lately&lt;br /&gt;
 had a legendary drink lately&lt;br /&gt;
 was comforted by a pet lately&lt;br /&gt;
 saw a beloved creature lately&lt;br /&gt;
 was pleased to have a mandate deadline met lately&lt;br /&gt;
 was angered that nobody could be punished for a recent failure&lt;br /&gt;
 was upset by having a request ignored lately&lt;br /&gt;
 was pleased by having a request approved lately&lt;br /&gt;
 was upset by having a mandate ignored lately&lt;br /&gt;
 was upset by having a mandate deadline missed lately&lt;br /&gt;
 was comforted by a lovely waterfall lately&lt;br /&gt;
 was disgusted by a bloody mist lately&lt;br /&gt;
 was disgusted by a miasma lately&lt;br /&gt;
 choked on dust underground lately&lt;br /&gt;
 choked on smoke underground lately&lt;br /&gt;
 was knocked out during a cave-in lately&lt;br /&gt;
 was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
 was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
 was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
 was very happy to be elected mayor recently&lt;br /&gt;
 was very happy to be re-elected mayor recently&lt;br /&gt;
 was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
 was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
 was proud to have become a mayor recently&lt;br /&gt;
 sustained major injuries recently&lt;br /&gt;
 sustained minor injuries recently&lt;br /&gt;
 slept in the mud recently&lt;br /&gt;
 slept in the grass recently&lt;br /&gt;
 slept in the dirt recently&lt;br /&gt;
 slept on rocks recently&lt;br /&gt;
 slept on ice recently&lt;br /&gt;
 slept on a pile of driftwood recently&lt;br /&gt;
 slept on a rough cave floor recently&lt;br /&gt;
 slept on the floor recently&lt;br /&gt;
 slept in a bedroom like a personal palace recently&lt;br /&gt;
 slept in a fantastic bedroom recently&lt;br /&gt;
 slept in a great bedroom recently&lt;br /&gt;
 slept in a very good bedroom recently&lt;br /&gt;
 slept in a good bedroom recently&lt;br /&gt;
 slept in a horribly substandard bedroom recently&lt;br /&gt;
 slept in a horrible bedroom recently&lt;br /&gt;
 slept in an awful bedroom recently&lt;br /&gt;
 slept in a very poor bedroom recently&lt;br /&gt;
 slept in a poor bedroom recently&lt;br /&gt;
 slept without a proper room recently&lt;br /&gt;
 conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
 conducted a meeting in a fantastic setting recently&lt;br /&gt;
 conducted a meeting in a great setting recently&lt;br /&gt;
 conducted a meeting in a very good setting recently&lt;br /&gt;
 conducted a meeting in a good setting recently&lt;br /&gt;
 conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
 conducted a meeting in a horrible setting recently&lt;br /&gt;
 conducted a meeting in an awful setting recently&lt;br /&gt;
 conducted a meeting in a very poor setting recently&lt;br /&gt;
 conducted a meeting in a poor setting recently&lt;br /&gt;
 dined in a legendary dining room recently&lt;br /&gt;
 dined in a fantastic dining room recently&lt;br /&gt;
 dined in a great dining room recently&lt;br /&gt;
 dined in a very good dining room recently&lt;br /&gt;
 dined in a good dining room recently&lt;br /&gt;
 dined in a horribly substandard dining room recently&lt;br /&gt;
 dined in a horrible dining room recently&lt;br /&gt;
 dined in an awful dining room recently&lt;br /&gt;
 dined in a very poor dining room recently&lt;br /&gt;
 dined in a poor dining room recently&lt;br /&gt;
 dined without a proper dining room recently&lt;br /&gt;
 worried greatly about not having a tomb after gaining another year&lt;br /&gt;
 celebrated having a legendary tomb after gaining another year&lt;br /&gt;
 celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
 celebrated having a great tomb after gaining another year&lt;br /&gt;
 celebrated having a very good tomb after gaining another year&lt;br /&gt;
 celebrated having a good tomb after gaining another year&lt;br /&gt;
 worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
 worried about having a horrible tomb after gaining another year&lt;br /&gt;
 worried about having an awful tomb after gaining another year&lt;br /&gt;
 worried about having a very poor tomb after gaining another year&lt;br /&gt;
 worried about having a poor tomb after gaining another year&lt;br /&gt;
 was greatly pleased at the state of demands recently&lt;br /&gt;
 was very pleased at the state of demands recently&lt;br /&gt;
 was pleased at the state of demands recently&lt;br /&gt;
 was greatly angered at the state of demands recently&lt;br /&gt;
 was very angered at the state of demands recently&lt;br /&gt;
 was angered at the state of demands recently&lt;br /&gt;
 was upset by not having enough chests lately&lt;br /&gt;
 was upset by not having enough cabinets lately&lt;br /&gt;
 was upset by not having enough armor stands lately&lt;br /&gt;
 was upset by not having enough weapon racks lately&lt;br /&gt;
 was upset to be wearing old clothing lately&lt;br /&gt;
 was upset to be wearing tattered clothing lately&lt;br /&gt;
 was very upset to have worn clothes rot away lately&lt;br /&gt;
 was very embarrassed to be uncovered lately&lt;br /&gt;
 was embarrassed to have no shirt lately&lt;br /&gt;
 was embarrassed to have no shoes lately&lt;br /&gt;
 was very embarrassed to be uncloaked lately&lt;br /&gt;
 was unable to find an available hammer lately&lt;br /&gt;
 was nauseated by the sun lately&lt;br /&gt;
 was irritated by the sun lately&lt;br /&gt;
 was &lt;br /&gt;
 grumbling about&lt;br /&gt;
 depressed by&lt;br /&gt;
 angered by&lt;br /&gt;
 enraged by&lt;br /&gt;
  long patrol duty lately&lt;br /&gt;
 was yelled at by an unhappy citizen recently&lt;br /&gt;
 was cried on by an unhappy citizen recently&lt;br /&gt;
 was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
 was able to make suggestions about work allocations lately&lt;br /&gt;
 was glad to request weapon production lately&lt;br /&gt;
 had a cathartic experience yelling at somebody in charge lately&lt;br /&gt;
 yelled at somebody in charge lately and felt fantastic afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt great afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt a lot better afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt better afterward&lt;br /&gt;
 yelled at somebody in charge lately and felt a little better afterward&lt;br /&gt;
 yelled at somebody in charge lately&lt;br /&gt;
 yelled at somebody in charge lately but only got angrier&lt;br /&gt;
 had a cathartic experience crying on somebody in charge lately&lt;br /&gt;
 cried on somebody in charge lately and felt fantastic afterward&lt;br /&gt;
 cried on somebody in charge lately and felt great afterward&lt;br /&gt;
 cried on somebody in charge lately and felt a lot better afterward&lt;br /&gt;
 cried on somebody in charge lately and felt better afterward&lt;br /&gt;
 cried on somebody in charge lately and felt a little better afterward&lt;br /&gt;
 cried on somebody in charge lately&lt;br /&gt;
 cried on somebody in charge lately but only felt more depressed&lt;br /&gt;
 was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
 was unable to make suggestions about work allocations lately&lt;br /&gt;
 was unable to request weapon production lately&lt;br /&gt;
 was unable to find somebody in charge to yell at lately&lt;br /&gt;
 was unable to find somebody in charge to cry on lately&lt;br /&gt;
 put off&lt;br /&gt;
 flustered&lt;br /&gt;
 upset&lt;br /&gt;
 very upset&lt;br /&gt;
 greatly upset&lt;br /&gt;
 angered&lt;br /&gt;
 enraged&lt;br /&gt;
 traumatized&lt;br /&gt;
 utterly traumatized&lt;br /&gt;
  by a lesser's pretentious &lt;br /&gt;
 burial&lt;br /&gt;
 office&lt;br /&gt;
 dining&lt;br /&gt;
 sleeping&lt;br /&gt;
  arrangements lately&lt;br /&gt;
 admired &lt;br /&gt;
 own&lt;br /&gt;
 very fine&lt;br /&gt;
 splendid&lt;br /&gt;
 wonderful&lt;br /&gt;
 completely sublime&lt;br /&gt;
 tastefully arranged &lt;br /&gt;
  lately&lt;br /&gt;
 [C:3:0:1]&lt;br /&gt;
  is married to &lt;br /&gt;
  is romantically involved with &lt;br /&gt;
 an ardent worshipper&lt;br /&gt;
 a faithful worshipper&lt;br /&gt;
 a worshipper&lt;br /&gt;
 a casual worshipper&lt;br /&gt;
 a dubious worshipper&lt;br /&gt;
 [C:1:0:1]&lt;br /&gt;
 the leader&lt;br /&gt;
 the high priest&lt;br /&gt;
 the mayor&lt;br /&gt;
 a guard&lt;br /&gt;
 a royal guard&lt;br /&gt;
 a mercenary&lt;br /&gt;
 a former mercenary&lt;br /&gt;
 an enemy&lt;br /&gt;
 a criminal to&lt;br /&gt;
 a citizen&lt;br /&gt;
 a member&lt;br /&gt;
 a former member&lt;br /&gt;
 the manager&lt;br /&gt;
 the bookkeeper&lt;br /&gt;
 the broker&lt;br /&gt;
 the sheriff&lt;br /&gt;
 the captain of the guard&lt;br /&gt;
 a member of the merchant nobility&lt;br /&gt;
 the outpost liaison&lt;br /&gt;
 a diplomat&lt;br /&gt;
 a slave&lt;br /&gt;
 a former slave&lt;br /&gt;
 a prisoner&lt;br /&gt;
 a former prisoner&lt;br /&gt;
 [C:2:0:1]&lt;br /&gt;
  likes &lt;br /&gt;
  Fabric&lt;br /&gt;
  for their &lt;br /&gt;
  trees for their &lt;br /&gt;
 the color &lt;br /&gt;
 When possible, &lt;br /&gt;
  prefers to consume &lt;br /&gt;
  absolutely detests &lt;br /&gt;
  needs alcohol to get through the working day&lt;br /&gt;
  and can't even remember the last time &lt;br /&gt;
  had some&lt;br /&gt;
  and has gone without a drink for far, far too long&lt;br /&gt;
  and really wants a drink&lt;br /&gt;
  and is starting to work slowly due to its scarcity&lt;br /&gt;
  does not mind being outdoors, at least for a time.  &lt;br /&gt;
  likes working outdoors and grumbles only mildly at inclement weather.  &lt;br /&gt;
  doesn't really care about anything anymore.  &lt;br /&gt;
  is a hardened individual.  &lt;br /&gt;
  is getting used to tragedy.  &lt;br /&gt;
 poked out&lt;br /&gt;
 frozen solid&lt;br /&gt;
 smashed again!&lt;br /&gt;
 blackened!&lt;br /&gt;
 Conduct Meeting&lt;br /&gt;
 Attend Meeting&lt;br /&gt;
 On Break&lt;br /&gt;
 Soldier&lt;br /&gt;
 Noble&lt;br /&gt;
 No Job&lt;br /&gt;
 Null Precise Civ Equipment Link: &lt;br /&gt;
 Null Precise Civ Equipment Priest Link: &lt;br /&gt;
 In Mouth&lt;br /&gt;
 Hauled&lt;br /&gt;
 Multigrasp&lt;br /&gt;
 Stuck in &lt;br /&gt;
 Right shoulder&lt;br /&gt;
 Left shoulder&lt;br /&gt;
 On head&lt;br /&gt;
  pulls out and &lt;br /&gt;
 releases&lt;br /&gt;
 drops&lt;br /&gt;
 NULL inventory item on load: id #&lt;br /&gt;
 NULL inventory pointer on load: slot #&lt;br /&gt;
  stands up.&lt;br /&gt;
 , has decided to leave.&lt;br /&gt;
 Your miners have defaced a &lt;br /&gt;
  has entered a martial trance!&lt;br /&gt;
 Acceptable Liquid Flood Overflow&lt;br /&gt;
 Acceptable Fish Liquid Flood Overflow&lt;br /&gt;
 is a nervous wreck&lt;br /&gt;
 is always tense and jittery&lt;br /&gt;
 is often nervous&lt;br /&gt;
 has a calm demeanor&lt;br /&gt;
 has a very calm demeanor&lt;br /&gt;
 has an incredibly calm demeanor&lt;br /&gt;
 is in a constant state of internal rage&lt;br /&gt;
 is very quick to anger&lt;br /&gt;
 is quick to anger&lt;br /&gt;
 is slow to anger&lt;br /&gt;
 is very slow to anger&lt;br /&gt;
 never becomes angry&lt;br /&gt;
 is frequently depressed&lt;br /&gt;
 is often sad and dejected&lt;br /&gt;
 often feels discouraged&lt;br /&gt;
 rarely feels discouraged&lt;br /&gt;
 almost never feels discouraged&lt;br /&gt;
 never feels discouraged&lt;br /&gt;
 is socially crippled by thoughts that everyone is watching and judging &lt;br /&gt;
 is concerned about rejection and ridicule&lt;br /&gt;
 is self-conscious&lt;br /&gt;
 is comfortable in social situations&lt;br /&gt;
 is very comfortable in social situations&lt;br /&gt;
 is absolutely unfazed by the opinions of others&lt;br /&gt;
 is ruled by irresistible cravings and urges&lt;br /&gt;
 feels strong urges and seeks short-term rewards&lt;br /&gt;
 occasionally overindulges&lt;br /&gt;
 doesn't often experience strong cravings or urges&lt;br /&gt;
 only rarely feels strong cravings or urges&lt;br /&gt;
 never feels tempted to overindulge in anything&lt;br /&gt;
 becomes completely helpless in stressful situations&lt;br /&gt;
 cracks easily under pressure&lt;br /&gt;
 doesn't handle stress well&lt;br /&gt;
 can handle stress&lt;br /&gt;
 is confident under pressure&lt;br /&gt;
 is impervious to the effects of stress&lt;br /&gt;
 genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
 makes friends quickly&lt;br /&gt;
 is very friendly&lt;br /&gt;
 is somewhat reserved&lt;br /&gt;
 is very distant and reserved&lt;br /&gt;
 does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
 truly treasures the company of others&lt;br /&gt;
 enjoys being in crowds&lt;br /&gt;
 enjoys the company of others&lt;br /&gt;
 tends to avoid crowds&lt;br /&gt;
 prefers to be alone&lt;br /&gt;
 considers spending time alone much more important than associating with others&lt;br /&gt;
 loves to take charge and direct activities&lt;br /&gt;
 is very assertive&lt;br /&gt;
 is assertive&lt;br /&gt;
 is unassertive&lt;br /&gt;
 prefers that others handle the leadership roles&lt;br /&gt;
 never speaks out or attempts to direct activities&lt;br /&gt;
 is constantly active and energetic&lt;br /&gt;
 is very energetic and active&lt;br /&gt;
 is very active&lt;br /&gt;
 is relaxed&lt;br /&gt;
 lives life at a leisurely pace&lt;br /&gt;
 can't be bothered with frantic, fast-paced living&lt;br /&gt;
 lives for risk and excitement&lt;br /&gt;
 is a risk-taker and a thrill-seeker&lt;br /&gt;
 loves a good thrill&lt;br /&gt;
 is not a risk-taker&lt;br /&gt;
 doesn't need thrills or risks in life&lt;br /&gt;
 is entirely averse to risk and excitement&lt;br /&gt;
 often feels filled with joy&lt;br /&gt;
 can be very happy and optimistic&lt;br /&gt;
 is often cheerful&lt;br /&gt;
 is rarely happy or enthusiastic&lt;br /&gt;
 is a pessimist&lt;br /&gt;
 is never optimistic or enthusiastic about anything&lt;br /&gt;
 is bored by reality and has a wonderful imagination&lt;br /&gt;
 is incredibly creative&lt;br /&gt;
 has a fertile imagination&lt;br /&gt;
 isn't given to flights of fancy&lt;br /&gt;
 is grounded in reality&lt;br /&gt;
 is interested only in facts and the real world&lt;br /&gt;
 can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
 greatly appreciates art and natural beauty&lt;br /&gt;
 appreciates art and natural beauty&lt;br /&gt;
 does not have a great aesthetic sensitivity&lt;br /&gt;
 is not interested in art&lt;br /&gt;
 is completely uninterested in art&lt;br /&gt;
  own feelings&lt;br /&gt;
 has a profound understanding of &lt;br /&gt;
  own emotions&lt;br /&gt;
 has a great awareness of &lt;br /&gt;
 has a good awareness of &lt;br /&gt;
 tends not to openly express emotions&lt;br /&gt;
  own emotions and rarely expresses them&lt;br /&gt;
 is mostly unaware of &lt;br /&gt;
  own emotions and has no awareness of them&lt;br /&gt;
 does not display &lt;br /&gt;
 is highly adventurous and loves fresh experiences&lt;br /&gt;
 is eager for new experiences&lt;br /&gt;
 likes to try new things&lt;br /&gt;
 prefers familiar routines&lt;br /&gt;
 is uncomfortable with change&lt;br /&gt;
 is resistant to change&lt;br /&gt;
 is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
 loves new and fresh ideas&lt;br /&gt;
 is open-minded to new ideas&lt;br /&gt;
 dislikes intellectual discussions&lt;br /&gt;
 regards intellectual exercises as a waste of energy&lt;br /&gt;
 is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
 revels in chaos and disorder&lt;br /&gt;
 loves to defy convention&lt;br /&gt;
 is put off by authority and tradition&lt;br /&gt;
 admires tradition&lt;br /&gt;
 prefers stability and security to ambiguity and disorder&lt;br /&gt;
 is an ardent believer in convention and traditional society&lt;br /&gt;
 is naturally trustful of everybody&lt;br /&gt;
 is very trusting&lt;br /&gt;
 is trusting&lt;br /&gt;
 is slow to trust others&lt;br /&gt;
 does not trust others&lt;br /&gt;
 sees others as selfish and conniving&lt;br /&gt;
 is incredibly frank and candid in dealings with others&lt;br /&gt;
 is very straightforward with others&lt;br /&gt;
 is candid and sincere in dealings with others&lt;br /&gt;
 is guarded in relationships with others&lt;br /&gt;
 is not straightforward when dealing with others&lt;br /&gt;
 believes that some deception is necessary in relationships with others&lt;br /&gt;
 is truly fulfilled by assisting those in need&lt;br /&gt;
 finds helping others very rewarding&lt;br /&gt;
 finds helping others rewarding&lt;br /&gt;
  way to help others&lt;br /&gt;
 does not go out of &lt;br /&gt;
 dislikes helping others&lt;br /&gt;
  time&lt;br /&gt;
 views helping others as an imposition on &lt;br /&gt;
  own needs to get along with others&lt;br /&gt;
 sacrifices &lt;br /&gt;
 dislikes confrontations&lt;br /&gt;
 is willing to compromise with others&lt;br /&gt;
 doesn't like to compromise with others&lt;br /&gt;
 would rather intimidate others than compromise with them&lt;br /&gt;
  own needs just to compromise with somebody else&lt;br /&gt;
 would never deny &lt;br /&gt;
 would never claim to be better than somebody else&lt;br /&gt;
 finds immodesty distasteful&lt;br /&gt;
 is modest&lt;br /&gt;
 is immodest&lt;br /&gt;
  favorably with others&lt;br /&gt;
 is very willing to compare &lt;br /&gt;
  is better than somebody else&lt;br /&gt;
 would never shy away from an opportunity to say &lt;br /&gt;
 is incredibly compassionate and feels the pain of others&lt;br /&gt;
 is easily moved to pity&lt;br /&gt;
 is compassionate&lt;br /&gt;
 is not easily moved to pity&lt;br /&gt;
 is not affected by the suffering of others&lt;br /&gt;
 would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
 is incredibly confident&lt;br /&gt;
 is very confident&lt;br /&gt;
 is confident&lt;br /&gt;
 lacks confidence&lt;br /&gt;
 does not feel effective in life&lt;br /&gt;
  life&lt;br /&gt;
  is not in control of &lt;br /&gt;
 always feels as if &lt;br /&gt;
 loves to make lists and keep schedules&lt;br /&gt;
 tries to live a well-organized life&lt;br /&gt;
 is organized&lt;br /&gt;
 is disorganized&lt;br /&gt;
 is very disorganized&lt;br /&gt;
 is completely disorganized&lt;br /&gt;
 has a profound sense of duty and obligation&lt;br /&gt;
 has a strong sense of duty&lt;br /&gt;
 has a sense of duty&lt;br /&gt;
 finds rules confining&lt;br /&gt;
 dislikes contracts and regulations&lt;br /&gt;
 hates rules, contracts and other confining elements in &lt;br /&gt;
 constantly strives for perfection&lt;br /&gt;
 thinks it is incredibly important to strive for excellence&lt;br /&gt;
 strives for excellence&lt;br /&gt;
  way to do more work than necessary&lt;br /&gt;
 doesn't go out of &lt;br /&gt;
 very rarely does more work than necessary&lt;br /&gt;
 does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
 will persist in the face of any difficulty until the task is complete&lt;br /&gt;
 possesses great willpower&lt;br /&gt;
 is self-disciplined&lt;br /&gt;
 is occasionally given to procrastination&lt;br /&gt;
 has very little self-discipline&lt;br /&gt;
 rarely completes tasks and is often overcome by distractions&lt;br /&gt;
 thinks through every alternative and its consequences before acting&lt;br /&gt;
 is extremely cautious&lt;br /&gt;
 takes time when making decisions&lt;br /&gt;
 often does the first thing that comes to mind&lt;br /&gt;
 acts impulsively&lt;br /&gt;
 always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
 's mandate has ended.&lt;br /&gt;
 's mandates have ended.&lt;br /&gt;
 path fail: &lt;br /&gt;
 data/save/current/unit-&lt;br /&gt;
 unit-&lt;br /&gt;
 Duplicate Object: &lt;br /&gt;
 matgloss_wood&lt;br /&gt;
 matgloss_stone&lt;br /&gt;
 matgloss_metal&lt;br /&gt;
 matgloss_plant&lt;br /&gt;
 creaturebody&lt;br /&gt;
 creaturebodygloss&lt;br /&gt;
 entity&lt;br /&gt;
 word&lt;br /&gt;
 symbol&lt;br /&gt;
 translation&lt;br /&gt;
 color&lt;br /&gt;
 shape&lt;br /&gt;
 reaction&lt;br /&gt;
 failed vermin colony deletion&lt;br /&gt;
 Generating world using parameter set &lt;br /&gt;
  Seed: &lt;br /&gt;
  History Seed: &lt;br /&gt;
  Name Seed: &lt;br /&gt;
 Null unit chunk on export&lt;br /&gt;
 The wet season has arrived!&lt;br /&gt;
 Spring has arrived!&lt;br /&gt;
 Spring has arrived on the calendar.&lt;br /&gt;
 It is now summer.&lt;br /&gt;
 Summer has arrived on the calendar.&lt;br /&gt;
 The dry season has come.&lt;br /&gt;
 Autumn has come.&lt;br /&gt;
 Autumn has arrived on the calendar.&lt;br /&gt;
 Winter is upon you.&lt;br /&gt;
 Winter has arrived on the calendar.&lt;br /&gt;
 This artwork appears on &lt;br /&gt;
 .[B]&lt;br /&gt;
 This artwork appears on a &lt;br /&gt;
  and was crafted in &lt;br /&gt;
 This artwork appears &lt;br /&gt;
 on the front of &lt;br /&gt;
 on the back of &lt;br /&gt;
 This engraving appears on a floor &lt;br /&gt;
 This engraving appears on a wall &lt;br /&gt;
  somewhere&lt;br /&gt;
 This artwork is a&lt;br /&gt;
 It is a&lt;br /&gt;
 On the item &lt;br /&gt;
 On the front of the coin &lt;br /&gt;
 On the coin's back &lt;br /&gt;
 Engraved &lt;br /&gt;
 on the floor &lt;br /&gt;
 on the wall &lt;br /&gt;
 is a&lt;br /&gt;
  fine&lt;br /&gt;
  superior&lt;br /&gt;
 n exceptional&lt;br /&gt;
  rendition of a&lt;br /&gt;
  well-designed &lt;br /&gt;
  finely-designed &lt;br /&gt;
  superiorly designed &lt;br /&gt;
 n exceptionally designed &lt;br /&gt;
  masterfully designed &lt;br /&gt;
 n &lt;br /&gt;
  image&lt;br /&gt;
 The artwork relates to &lt;br /&gt;
  during &lt;br /&gt;
 The image is &lt;br /&gt;
 the symbol of&lt;br /&gt;
 migrating &lt;br /&gt;
 nomadic &lt;br /&gt;
 local &lt;br /&gt;
 civilization&lt;br /&gt;
 group&lt;br /&gt;
 government&lt;br /&gt;
 vessel&lt;br /&gt;
 religion&lt;br /&gt;
 data/objects/matgloss_*.*&lt;br /&gt;
 data/objects/language_*.*&lt;br /&gt;
 data/objects/descriptor_*.*&lt;br /&gt;
 data/objects/item_*.*&lt;br /&gt;
 data/objects/body_*.*&lt;br /&gt;
 data/objects/creature_*.*&lt;br /&gt;
 data/objects/entity_*.*&lt;br /&gt;
 data/objects/reaction_*.*&lt;br /&gt;
 data/objects/&lt;br /&gt;
 Missing Wood Gloss: &lt;br /&gt;
 Missing Stone Gloss: &lt;br /&gt;
 Missing Metal Gloss: &lt;br /&gt;
 Missing Plant Gloss: &lt;br /&gt;
 Missing Item Definition: &lt;br /&gt;
 Missing Creature Body Definition: &lt;br /&gt;
 Missing Creature Body Gloss Definition&lt;br /&gt;
 Missing Creature Definition: &lt;br /&gt;
 Missing Entity Definition&lt;br /&gt;
 Missing Word Definition&lt;br /&gt;
 Missing Symbol Definition&lt;br /&gt;
 Missing Translation Definition&lt;br /&gt;
 Missing Color Definition&lt;br /&gt;
 Missing Shape Definition&lt;br /&gt;
 Missing Reaction Definition&lt;br /&gt;
 : NULL job on building load&lt;br /&gt;
 : NULL master on building load&lt;br /&gt;
 : NULL subord on building load&lt;br /&gt;
 Site Map:  Extra Item Occupancy &lt;br /&gt;
 A section of the cavern has collapsed!&lt;br /&gt;
 very near&lt;br /&gt;
 far&lt;br /&gt;
 a day's travel&lt;br /&gt;
 nearly a day's travel&lt;br /&gt;
 a half day's travel&lt;br /&gt;
 a short walk&lt;br /&gt;
 inaccessible from here&lt;br /&gt;
  to the &lt;br /&gt;
 northwest&lt;br /&gt;
 northeast&lt;br /&gt;
 southwest&lt;br /&gt;
 southeast&lt;br /&gt;
 The weather has cleared.&lt;br /&gt;
 A snow storm has come.&lt;br /&gt;
 It has started raining.&lt;br /&gt;
 Load Game: Invalid Job ID Number, &lt;br /&gt;
 Load Game: Invalid Unit ID Number, &lt;br /&gt;
 Load Game: Invalid Item ID Number, &lt;br /&gt;
 Load Game: Invalid Entity ID Number&lt;br /&gt;
 Load Game: Invalid Nemesis ID Number, &lt;br /&gt;
 Load Game: Invalid Building ID Number, &lt;br /&gt;
 Load Game: Invalid Machine ID Number&lt;br /&gt;
 Load Game: Invalid Artifact ID Number, &lt;br /&gt;
 Unloaded&lt;br /&gt;
 Load Game: Invalid Proj ID Number&lt;br /&gt;
 Load Game: Invalid Schedule ID Number&lt;br /&gt;
 Load Game: Invalid Task ID Number&lt;br /&gt;
 Load Game: Invalid Unit Chunk ID Number&lt;br /&gt;
 Load Game: Invalid Art Image Chunk ID Number&lt;br /&gt;
 Load Game: Invalid Hist Figure ID Number&lt;br /&gt;
 Load Game: Invalid Hist Event ID Number&lt;br /&gt;
 Load Game: Invalid Hist Event Collection ID Number&lt;br /&gt;
  has engraved a masterpiece!&lt;br /&gt;
 data/save/current/site-&lt;br /&gt;
 site-&lt;br /&gt;
 You have discovered a river.&lt;br /&gt;
 You have discovered an underground river.&lt;br /&gt;
 You have discovered an underground pool.&lt;br /&gt;
 You have discovered a magma pool.&lt;br /&gt;
 You have discovered a magma pipe.&lt;br /&gt;
 You have discovered a large chasm cleft through the mountain.&lt;br /&gt;
 You have discovered a deep pit in the mountain.&lt;br /&gt;
 You have broken into a peculiar chamber through the base of the mountain.&lt;br /&gt;
 You have struck &lt;br /&gt;
 !  Praise the miners!&lt;br /&gt;
 Evaluate Wagon Edge Access Overflow&lt;br /&gt;
 The falling debris has defaced a &lt;br /&gt;
 Sizing Flow... Overflow&lt;br /&gt;
 Dungeon Floodfill Overflow&lt;br /&gt;
 Dungeon Floodfill Overflow 3&lt;br /&gt;
 Dungeon Floodfill Overflow 4&lt;br /&gt;
 Dungeon Flood Fill Overflow 2&lt;br /&gt;
 The impertinent vegetation has defaced a &lt;br /&gt;
 A careless farmer has defaced a &lt;br /&gt;
 A foolish builder defaced a &lt;br /&gt;
  have married.  Congratulations!&lt;br /&gt;
 They have decided to forego any formal celebrations.&lt;br /&gt;
&lt;br /&gt;
 e+000&lt;br /&gt;
 KERNEL32&lt;br /&gt;
 1#QNAN&lt;br /&gt;
 1#INF&lt;br /&gt;
 1#IND&lt;br /&gt;
 1#SNAN&lt;br /&gt;
 _nextafter&lt;br /&gt;
 _logb&lt;br /&gt;
 _yn&lt;br /&gt;
 _y1&lt;br /&gt;
 _y0&lt;br /&gt;
 frexp&lt;br /&gt;
 fmod&lt;br /&gt;
 _hypot&lt;br /&gt;
 _cabs&lt;br /&gt;
 ldexp&lt;br /&gt;
 modf&lt;br /&gt;
 fabs&lt;br /&gt;
 floor&lt;br /&gt;
 ceil&lt;br /&gt;
 tan&lt;br /&gt;
 cos&lt;br /&gt;
 sin&lt;br /&gt;
 sqrt&lt;br /&gt;
 atan2&lt;br /&gt;
 atan&lt;br /&gt;
 acos&lt;br /&gt;
 asin&lt;br /&gt;
 tanh&lt;br /&gt;
 cosh&lt;br /&gt;
 sinh&lt;br /&gt;
 log10&lt;br /&gt;
 log&lt;br /&gt;
 pow&lt;br /&gt;
 exp&lt;br /&gt;
&lt;br /&gt;
 _FSOUND_GetCurrentSample@4&lt;br /&gt;
 _FSOUND_Sample_Load@20&lt;br /&gt;
 _FSOUND_Sample_SetDefaults@20&lt;br /&gt;
 _FSOUND_StopSound@4&lt;br /&gt;
 _FSOUND_Sample_GetDefaults@20&lt;br /&gt;
 _FSOUND_Sample_Free@4&lt;br /&gt;
 _FSOUND_Init@12&lt;br /&gt;
 _FSOUND_SetSFXMasterVolume@4&lt;br /&gt;
 _FSOUND_SetOutput@4&lt;br /&gt;
 _FSOUND_SetDriver@4&lt;br /&gt;
 _FSOUND_Close@0&lt;br /&gt;
 _FSOUND_PlaySound@8&lt;br /&gt;
 _FSOUND_GetNumHWChannels@12&lt;br /&gt;
 _FSOUND_SetPriority@8&lt;br /&gt;
 _FSOUND_Sample_SetMode@8&lt;br /&gt;
 fmod.dll&lt;br /&gt;
 CreateDirectoryA&lt;br /&gt;
 GetTickCount&lt;br /&gt;
 QueryPerformanceCounter&lt;br /&gt;
 QueryPerformanceFrequency&lt;br /&gt;
 Sleep&lt;br /&gt;
 FindFirstFileA&lt;br /&gt;
 FindClose&lt;br /&gt;
 FindNextFileA&lt;br /&gt;
 SetPriorityClass&lt;br /&gt;
 GetCurrentProcess&lt;br /&gt;
 KERNEL32.dll&lt;br /&gt;
 MessageBoxA&lt;br /&gt;
 GetWindowLongA&lt;br /&gt;
 LoadCursorA&lt;br /&gt;
 ShowWindow&lt;br /&gt;
 UnregisterClassA&lt;br /&gt;
 GetDC&lt;br /&gt;
 WaitMessage&lt;br /&gt;
 DestroyWindow&lt;br /&gt;
 CloseWindow&lt;br /&gt;
 LoadImageA&lt;br /&gt;
 RegisterClassExA&lt;br /&gt;
 DefWindowProcA&lt;br /&gt;
 SetWindowLongA&lt;br /&gt;
 TrackMouseEvent&lt;br /&gt;
 ReleaseDC&lt;br /&gt;
 PeekMessageA&lt;br /&gt;
 AdjustWindowRectEx&lt;br /&gt;
 CreateWindowExA&lt;br /&gt;
 DispatchMessageA&lt;br /&gt;
 ChangeDisplaySettingsA&lt;br /&gt;
 GetKeyState&lt;br /&gt;
 PostMessageA&lt;br /&gt;
 ShowCursor&lt;br /&gt;
 USER32.dll&lt;br /&gt;
 SetPixelFormat&lt;br /&gt;
 ChoosePixelFormat&lt;br /&gt;
 SwapBuffers&lt;br /&gt;
 GDI32.dll&lt;br /&gt;
 glVertex3fv&lt;br /&gt;
 glGenTextures&lt;br /&gt;
 glEnd&lt;br /&gt;
 glColor3f&lt;br /&gt;
 glTranslatef&lt;br /&gt;
 glAlphaFunc&lt;br /&gt;
 glGetString&lt;br /&gt;
 glVertex2f&lt;br /&gt;
 glColor4fv&lt;br /&gt;
 glBegin&lt;br /&gt;
 glShadeModel&lt;br /&gt;
 glVertex3f&lt;br /&gt;
 glReadBuffer&lt;br /&gt;
 wglDeleteContext&lt;br /&gt;
 glBindTexture&lt;br /&gt;
 glPushMatrix&lt;br /&gt;
 glEnable&lt;br /&gt;
 glLoadIdentity&lt;br /&gt;
 wglGetProcAddress&lt;br /&gt;
 glOrtho&lt;br /&gt;
 glMatrixMode&lt;br /&gt;
 glFogfv&lt;br /&gt;
 glViewport&lt;br /&gt;
 glTexImage2D&lt;br /&gt;
 glColor4f&lt;br /&gt;
 wglMakeCurrent&lt;br /&gt;
 glBlendFunc&lt;br /&gt;
 glPixelTransferi&lt;br /&gt;
 glFogf&lt;br /&gt;
 glTexCoord2f&lt;br /&gt;
 glTexParameteri&lt;br /&gt;
 glPopMatrix&lt;br /&gt;
 glDeleteTextures&lt;br /&gt;
 glDisable&lt;br /&gt;
 wglCreateContext&lt;br /&gt;
 glReadPixels&lt;br /&gt;
 glClearColor&lt;br /&gt;
 glClear&lt;br /&gt;
 OPENGL32.dll&lt;br /&gt;
 gluPerspective&lt;br /&gt;
 gluLookAt&lt;br /&gt;
 GLU32.dll&lt;br /&gt;
 GetLastError&lt;br /&gt;
 HeapFree&lt;br /&gt;
 HeapAlloc&lt;br /&gt;
 TerminateProcess&lt;br /&gt;
 UnhandledExceptionFilter&lt;br /&gt;
 SetUnhandledExceptionFilter&lt;br /&gt;
 IsDebuggerPresent&lt;br /&gt;
 GetProcAddress&lt;br /&gt;
 GetModuleHandleA&lt;br /&gt;
 ExitProcess&lt;br /&gt;
 GetCommandLineA&lt;br /&gt;
 GetVersionExA&lt;br /&gt;
 GetProcessHeap&lt;br /&gt;
 GetStartupInfoA&lt;br /&gt;
 EnterCriticalSection&lt;br /&gt;
 LeaveCriticalSection&lt;br /&gt;
 SetHandleCount&lt;br /&gt;
 GetStdHandle&lt;br /&gt;
 GetFileType&lt;br /&gt;
 DeleteCriticalSection&lt;br /&gt;
 HeapDestroy&lt;br /&gt;
 HeapCreate&lt;br /&gt;
 VirtualFree&lt;br /&gt;
 VirtualAlloc&lt;br /&gt;
 HeapReAlloc&lt;br /&gt;
 WriteFile&lt;br /&gt;
 GetModuleFileNameA&lt;br /&gt;
 WideCharToMultiByte&lt;br /&gt;
 GetConsoleCP&lt;br /&gt;
 GetConsoleMode&lt;br /&gt;
 FlushFileBuffers&lt;br /&gt;
 TlsGetValue&lt;br /&gt;
 TlsAlloc&lt;br /&gt;
 TlsSetValue&lt;br /&gt;
 TlsFree&lt;br /&gt;
 InterlockedIncrement&lt;br /&gt;
 SetLastError&lt;br /&gt;
 GetCurrentThreadId&lt;br /&gt;
 InterlockedDecrement&lt;br /&gt;
 RtlUnwind&lt;br /&gt;
 MultiByteToWideChar&lt;br /&gt;
 ReadFile&lt;br /&gt;
 SetFilePointer&lt;br /&gt;
&lt;br /&gt;
 CloseHandle&lt;br /&gt;
 RaiseException&lt;br /&gt;
 GetCPInfo&lt;br /&gt;
&lt;br /&gt;
 GetACP&lt;br /&gt;
 GetOEMCP&lt;br /&gt;
 IsValidCodePage&lt;br /&gt;
 InterlockedExchange&lt;br /&gt;
 LoadLibraryA&lt;br /&gt;
 InitializeCriticalSection&lt;br /&gt;
 HeapSize&lt;br /&gt;
&lt;br /&gt;
 FreeEnvironmentStringsA&lt;br /&gt;
 GetEnvironmentStrings&lt;br /&gt;
&lt;br /&gt;
 FreeEnvironmentStringsW&lt;br /&gt;
 GetEnvironmentStringsW&lt;br /&gt;
 GetCurrentProcessId&lt;br /&gt;
 GetSystemTimeAsFileTime&lt;br /&gt;
 WriteConsoleA&lt;br /&gt;
 GetConsoleOutputCP&lt;br /&gt;
 WriteConsoleW&lt;br /&gt;
 SetStdHandle&lt;br /&gt;
&lt;br /&gt;
 CreateFileA&lt;br /&gt;
 GetUserDefaultLCID&lt;br /&gt;
 GetLocaleInfoA&lt;br /&gt;
&lt;br /&gt;
 EnumSystemLocalesA&lt;br /&gt;
 IsValidLocale&lt;br /&gt;
 GetStringTypeA&lt;br /&gt;
 GetStringTypeW&lt;br /&gt;
 LCMapStringA&lt;br /&gt;
 LCMapStringW&lt;br /&gt;
 GetLocaleInfoW&lt;br /&gt;
 SetEndOfFile&lt;br /&gt;
&lt;br /&gt;
 DeleteFileA&lt;br /&gt;
&lt;br /&gt;
 CreateFileW&lt;br /&gt;
&lt;br /&gt;
 .?AVtype_info@@&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 abcdefghijklmnopqrstuvwxyz&lt;br /&gt;
 ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
                           &lt;br /&gt;
 abcdefghijklmnopqrstuvwxyz&lt;br /&gt;
 ABCDEFGHIJKLMNOPQRSTUVWXYZ&lt;br /&gt;
&lt;br /&gt;
 .?AVout_of_range@std@@&lt;br /&gt;
 .?AV_Locimp@locale@std@@&lt;br /&gt;
&lt;br /&gt;
 Copyright (c) 1992-2004 by P.J. Plauger, licensed by Dinkumware, Ltd. ALL RIGHTS RESERVED.&lt;br /&gt;
&lt;br /&gt;
 .?AVbad_exception@std@@&lt;br /&gt;
 .?AVabstract_building_templest@@&lt;br /&gt;
 .?AVabstract_building_dark_towerst@@&lt;br /&gt;
 .?AVabstract_building_home_apartment_roomst@@&lt;br /&gt;
 .?AVabstract_building_home_apartmentst@@&lt;br /&gt;
 .?AVabstract_building_home_singlest@@&lt;br /&gt;
 .?AVabstract_building_keepst@@&lt;br /&gt;
 .?AVabstract_building_mead_hallst@@&lt;br /&gt;
 .?AVabstract_building_storest@@&lt;br /&gt;
 .?AVabstract_buildingst@@&lt;br /&gt;
 .?AVexception@std@@&lt;br /&gt;
 .?AVlogic_error@std@@&lt;br /&gt;
 .?AVlength_error@std@@&lt;br /&gt;
 .?AVbad_alloc@std@@&lt;br /&gt;
 .?AVart_image_property_intransitive_verbst@@&lt;br /&gt;
 .?AVart_image_property_transitive_verbst@@&lt;br /&gt;
 .?AVart_image_propertyst@@&lt;br /&gt;
 .?AVart_image_element_shapest@@&lt;br /&gt;
 .?AVart_image_element_treest@@&lt;br /&gt;
 .?AVart_image_element_plantst@@&lt;br /&gt;
 .?AVart_image_element_itemst@@&lt;br /&gt;
 .?AVart_image_element_creaturest@@&lt;br /&gt;
 .?AVart_image_elementst@@&lt;br /&gt;
 .?AV?$codecvt@DDH@std@@&lt;br /&gt;
 .?AVcodecvt_base@std@@&lt;br /&gt;
 .?AVfacet@locale@std@@&lt;br /&gt;
 .?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_istream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ios@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$_Iosb@H@std@@&lt;br /&gt;
 .?AVios_base@std@@&lt;br /&gt;
 .?AVruntime_error@std@@&lt;br /&gt;
 .?AVbad_cast@std@@&lt;br /&gt;
 .?AV?$num_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@&lt;br /&gt;
 .?AV?$numpunct@D@std@@&lt;br /&gt;
 .?AV?$ctype@D@std@@&lt;br /&gt;
 .?AUctype_base@std@@&lt;br /&gt;
 .?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
 .?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
 .?AVfailure@ios_base@std@@&lt;br /&gt;
 .?AVhistory_eventst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_lostst@@&lt;br /&gt;
 .?AUcave_column_rectanglest@@&lt;br /&gt;
 .?AUcave_columnst@@&lt;br /&gt;
 .?AVblock_square_event_world_constructionst@@&lt;br /&gt;
 .?AVblock_square_event_frozen_liquidst@@&lt;br /&gt;
 .?AVblock_square_event_mineralst@@&lt;br /&gt;
 .?AVblock_square_eventst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_arch_constructst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_arch_designst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_createdst@@&lt;br /&gt;
 .?AVbuilding_constructionst@@&lt;br /&gt;
 .?AVbuilding_road_pavedst@@&lt;br /&gt;
 .?AVbuilding_road_dirtst@@&lt;br /&gt;
 .?AVbuilding_roadst@@&lt;br /&gt;
 .?AVbuilding_wagonst@@&lt;br /&gt;
 .?AVbuilding_tradedepotst@@&lt;br /&gt;
 .?AVbuilding_workshopst@@&lt;br /&gt;
 .?AVbuilding_furnacest@@&lt;br /&gt;
 .?AVbuilding_animaltrapst@@&lt;br /&gt;
 .?AVbuilding_farmplotst@@&lt;br /&gt;
 .?AVbuilding_window_glassst@@&lt;br /&gt;
 .?AVbuilding_window_gemst@@&lt;br /&gt;
 .?AVbuilding_windowst@@&lt;br /&gt;
 .?AVbuilding_statuest@@&lt;br /&gt;
 .?AVbuilding_coffinst@@&lt;br /&gt;
 .?AVbuilding_shopst@@&lt;br /&gt;
 .?AVbuilding_chairst@@&lt;br /&gt;
 .?AVbuilding_tablest@@&lt;br /&gt;
 .?AVbuilding_bedst@@&lt;br /&gt;
 .?AVbuilding_siegeenginest@@&lt;br /&gt;
 .?AVbuilding_cagest@@&lt;br /&gt;
 .?AVbuilding_chainst@@&lt;br /&gt;
 .?AVbuilding_windmillst@@&lt;br /&gt;
 .?AVbuilding_water_wheelst@@&lt;br /&gt;
 .?AVbuilding_screw_pumpst@@&lt;br /&gt;
 .?AVbuilding_archerytargetst@@&lt;br /&gt;
 .?AVbuilding_weaponst@@&lt;br /&gt;
 .?AVbuilding_supportst@@&lt;br /&gt;
 .?AVbuilding_axle_verticalst@@&lt;br /&gt;
 .?AVbuilding_axle_horizontalst@@&lt;br /&gt;
 .?AVbuilding_gear_assemblyst@@&lt;br /&gt;
 .?AVbuilding_trapst@@&lt;br /&gt;
 .?AVbuilding_bars_floorst@@&lt;br /&gt;
 .?AVbuilding_bars_verticalst@@&lt;br /&gt;
 .?AVbuilding_grate_floorst@@&lt;br /&gt;
 .?AVbuilding_grate_wallst@@&lt;br /&gt;
 .?AVbuilding_floodgatest@@&lt;br /&gt;
 .?AVbuilding_bridgest@@&lt;br /&gt;
 .?AVbuilding_hatchst@@&lt;br /&gt;
 .?AVbuilding_doorst@@&lt;br /&gt;
 .?AVbuilding_armorstandst@@&lt;br /&gt;
 .?AVbuilding_weaponrackst@@&lt;br /&gt;
 .?AVbuilding_cabinetst@@&lt;br /&gt;
 .?AVbuilding_boxst@@&lt;br /&gt;
 .?AVproj_itemst@@&lt;br /&gt;
 .?AVitem_plantst@@&lt;br /&gt;
 .?AVitem_verminst@@&lt;br /&gt;
 .?AVitem_critterst@@&lt;br /&gt;
 .?AVitem_remainsst@@&lt;br /&gt;
 .?AVitem_liquid_miscst@@&lt;br /&gt;
 .?AVitem_liquidst@@&lt;br /&gt;
 .?AVitem_liquipowderst@@&lt;br /&gt;
 .?AVitemst@@&lt;br /&gt;
 .?AVitem_actualst@@&lt;br /&gt;
 .?AVbuilding_stockpilest@@&lt;br /&gt;
 .?AVbuilding_wellst@@&lt;br /&gt;
 .?AVbuilding_civzonest@@&lt;br /&gt;
 .?AVbuilding_actualst@@&lt;br /&gt;
 .?AVbuildingst@@&lt;br /&gt;
 .?AVprojst@@&lt;br /&gt;
 .?AVproj_unitst@@&lt;br /&gt;
 .?AVtask_kill_nemesisst@@&lt;br /&gt;
 .?AVtaskst@@&lt;br /&gt;
 .?AVviewscreenst@@&lt;br /&gt;
 .?AVviewscreen_conversationst@@&lt;br /&gt;
 .?AVviewscreen_setupadventurest@@&lt;br /&gt;
 .?AVviewscreen_dungeon_announcest@@&lt;br /&gt;
 .?AVviewscreen_dungeon_monsterstatusst@@&lt;br /&gt;
 .?AVviewscreen_dungeon_wrestlest@@&lt;br /&gt;
 .?AVviewscreen_adventure_logst@@&lt;br /&gt;
 .?AVviewscreen_adventure_travelst@@&lt;br /&gt;
 .?AVviewscreen_dungeonmodest@@&lt;br /&gt;
 .?AVadventure_movement_movest@@&lt;br /&gt;
 .?AVadventure_movement_building_interactst@@&lt;br /&gt;
 .?AVadventure_movement_attack_creaturest@@&lt;br /&gt;
 .?AVadventure_movement_optionst@@&lt;br /&gt;
 .?AVadventure_environment_pickup_ignite_vegst@@&lt;br /&gt;
 .?AVadventure_environment_pickup_vermin_eventst@@&lt;br /&gt;
 .?AVadventure_environment_eat_vomitst@@&lt;br /&gt;
 .?AVadventure_environment_drink_bloodst@@&lt;br /&gt;
 .?AVadventure_environment_eat_slimest@@&lt;br /&gt;
 .?AVadventure_environment_drink_waterst@@&lt;br /&gt;
 .?AVadventure_environment_eat_mudst@@&lt;br /&gt;
 .?AVadventure_environment_optionst@@&lt;br /&gt;
 .?AVadventure_option_view_contaminantst@@&lt;br /&gt;
 .?AVadventure_option_eat_item_contaminantst@@&lt;br /&gt;
 .?AVadventure_option_eat_unit_contaminantst@@&lt;br /&gt;
 .?AVadventure_optionst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_slimest@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_mudst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_vomitst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_bloodst@@&lt;br /&gt;
 .?AVadventure_item_interact_fill_with_waterst@@&lt;br /&gt;
 .?AVadventure_item_interact_fillst@@&lt;br /&gt;
 .?AVadventure_item_interact_pull_outst@@&lt;br /&gt;
 .?AVadventure_item_interact_strugglest@@&lt;br /&gt;
 .?AVadventure_item_interact_choicest@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_reach_summitst@@&lt;br /&gt;
 .?AVitem_globst@@&lt;br /&gt;
 .?AVviewscreen_selectitemst@@&lt;br /&gt;
 .?AVviewscreen_dwarfmodest@@&lt;br /&gt;
 .?AVinterface_button_building_permit_foreign_armorst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_itemst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_foreign_siegeammost@@&lt;br /&gt;
 .?AVinterface_button_building_permit_foreign_weaponst@@&lt;br /&gt;
 .?AVinterface_button_building_permit_trapcompst@@&lt;br /&gt;
 .?AVinterface_button_building_new_jobst@@&lt;br /&gt;
 .?AVinterface_button_building_category_selectorst@@&lt;br /&gt;
 .?AVinterface_button_buildingst@@&lt;br /&gt;
 .?AVinterface_button_building_material_selectorst@@&lt;br /&gt;
 .?AVinterface_buttonst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_diedst@@&lt;br /&gt;
 .?AVbuild_req_choice_specst@@&lt;br /&gt;
 .?AVbuild_req_choice_genst@@&lt;br /&gt;
 .?AVbuild_req_choicest@@&lt;br /&gt;
 .?AVtext_info_element_longst@@&lt;br /&gt;
 .?AVtext_info_element_stringst@@&lt;br /&gt;
 .?AVtext_info_elementst@@&lt;br /&gt;
 .?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
 .?AVhistory_event_entity_incorporatedst@@&lt;br /&gt;
 .?AVhistory_event_entity_createdst@@&lt;br /&gt;
 .?AVhistory_event_war_peace_rejectedst@@&lt;br /&gt;
 .?AVhistory_event_war_peace_acceptedst@@&lt;br /&gt;
 .?AVhistory_event_reclaim_sitest@@&lt;br /&gt;
 .?AVhistory_event_created_world_constructionst@@&lt;br /&gt;
 .?AVhistory_event_entity_razed_buildingst@@&lt;br /&gt;
 .?AVhistory_event_replaced_buildingst@@&lt;br /&gt;
 .?AVhistory_event_created_buildingst@@&lt;br /&gt;
 .?AVhistory_event_created_sitest@@&lt;br /&gt;
 .?AVitem_coinst@@&lt;br /&gt;
 .?AVitem_quiverst@@&lt;br /&gt;
 .?AVitem_backpackst@@&lt;br /&gt;
 .?AVitem_pantsst@@&lt;br /&gt;
 .?AVitem_ammost@@&lt;br /&gt;
 .?AVitem_boxst@@&lt;br /&gt;
 .?AVitem_glovesst@@&lt;br /&gt;
 .?AVitem_helmst@@&lt;br /&gt;
 .?AVitem_shieldst@@&lt;br /&gt;
 .?AVitem_shoesst@@&lt;br /&gt;
 .?AVitem_armorst@@&lt;br /&gt;
 .?AVitem_weaponst@@&lt;br /&gt;
 .?AVitem_tablest@@&lt;br /&gt;
 .?AVitem_barrelst@@&lt;br /&gt;
 .?AVitem_flaskst@@&lt;br /&gt;
 .?AVitem_chairst@@&lt;br /&gt;
 .?AVitem_bedst@@&lt;br /&gt;
 .?AVitem_doorst@@&lt;br /&gt;
 .?AVitem_constructedst@@&lt;br /&gt;
 .?AVitem_craftedst@@&lt;br /&gt;
 .?AVitem_fishst@@&lt;br /&gt;
 .?AVitem_meatst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_art_imagest@@&lt;br /&gt;
 .?AVgeneral_ref_mapsquarest@@&lt;br /&gt;
 .?AVgeneral_refst@@&lt;br /&gt;
 .?AVhistory_event_collection_theftst@@&lt;br /&gt;
 .?AVhistory_event_collection_abductionst@@&lt;br /&gt;
 .?AVhistory_event_collectionst@@&lt;br /&gt;
 .?AVhistory_event_collection_warst@@&lt;br /&gt;
 .?AVitem_powder_miscst@@&lt;br /&gt;
 .?AVitem_powderst@@&lt;br /&gt;
 .?AVgeneral_ref_building_well_tagst@@&lt;br /&gt;
 .?AVgeneral_ref_buildingst@@&lt;br /&gt;
 .?AVhistory_event_demon_releasedst@@&lt;br /&gt;
 .?AVfeature_specinfo_cave_lava_shaftst@@&lt;br /&gt;
 .?AVfeature_specinfo_cave_underworld_spikest@@&lt;br /&gt;
 .?AVfeature_specinfost@@&lt;br /&gt;
 .?AVfeature_alteration_spec_info_underworld_spike_level_infost@@&lt;br /&gt;
 .?AVfeature_alteration_spec_infost@@&lt;br /&gt;
 .?AVitem_cagest@@&lt;br /&gt;
 .?AVitem_chainst@@&lt;br /&gt;
 .?AVitem_corpsepiecest@@&lt;br /&gt;
 .?AVitem_corpsest@@&lt;br /&gt;
 .?AVviewscreen_layer_currencyst@@&lt;br /&gt;
 .?AVviewscreen_layer_reactionst@@&lt;br /&gt;
 .?AVviewscreen_layer_stone_restrictionst@@&lt;br /&gt;
 .?AVviewscreen_layer_noblelistst@@&lt;br /&gt;
 .?AVviewscreen_layerst@@&lt;br /&gt;
 .?AVlayer_object_listst@@&lt;br /&gt;
 .?AVlayer_object_buttonst@@&lt;br /&gt;
 .?AVlayer_objectst@@&lt;br /&gt;
 .?AVviewscreen_jobst@@&lt;br /&gt;
 .?AVviewscreen_buildingst@@&lt;br /&gt;
 .?AVviewscreen_itemst@@&lt;br /&gt;
 .?AVviewscreen_noblest@@&lt;br /&gt;
 .?AVviewscreen_buildinglistst@@&lt;br /&gt;
 .?AVviewscreen_commandchainst@@&lt;br /&gt;
 .?AVviewscreen_squadst@@&lt;br /&gt;
 .?AVviewscreen_civlistst@@&lt;br /&gt;
 .?AVviewscreen_entityst@@&lt;br /&gt;
 .?AVviewscreen_treasurelistst@@&lt;br /&gt;
 .?AVviewscreen_unitjobsst@@&lt;br /&gt;
 .?AVviewscreen_createquotast@@&lt;br /&gt;
 .?AVviewscreen_jobmanagementst@@&lt;br /&gt;
 .?AVviewscreen_wagesst@@&lt;br /&gt;
 .?AVviewscreen_storesst@@&lt;br /&gt;
 .?AVviewscreen_overallstatusst@@&lt;br /&gt;
 .?AVviewscreen_justicest@@&lt;br /&gt;
 .?AVviewscreen_pricest@@&lt;br /&gt;
 .?AVviewscreen_petst@@&lt;br /&gt;
 .?AVviewscreen_kitchenprefst@@&lt;br /&gt;
 .?AVviewscreen_announcelistst@@&lt;br /&gt;
 .?AVviewscreen_game_cleanerst@@&lt;br /&gt;
 .?AVviewscreen_titlest@@&lt;br /&gt;
 .?AVviewscreen_legendsst@@&lt;br /&gt;
 .?AVviewscreen_new_regionst@@&lt;br /&gt;
 .?AVviewscreen_export_regionst@@&lt;br /&gt;
 .?AVviewscreen_export_graphical_mapst@@&lt;br /&gt;
 .?AVhistory_event_item_stolenst@@&lt;br /&gt;
 .?AVhistory_event_artifact_lostst@@&lt;br /&gt;
 .?AVhistory_event_artifact_createdst@@&lt;br /&gt;
 .?AVhistory_event_agreements_voidedst@@&lt;br /&gt;
 .?AVhistory_event_diplomat_lostst@@&lt;br /&gt;
 .?AVhistory_event_topicagreement_madest@@&lt;br /&gt;
 .?AVhistory_event_topicagreement_rejectedst@@&lt;br /&gt;
 .?AVhistory_event_topicagreement_concludedst@@&lt;br /&gt;
 .?AVhistory_event_first_contact_failedst@@&lt;br /&gt;
 .?AVhistory_event_first_contactst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_abductedst@@&lt;br /&gt;
 .?AVitem_threadst@@&lt;br /&gt;
 .?AVitem_skullst@@&lt;br /&gt;
 .?AVitem_bonesst@@&lt;br /&gt;
 .?AVitem_skin_rawst@@&lt;br /&gt;
 .?AVitem_seedsst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_engravingst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_foodst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_item_improvementst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_dye_itemst@@&lt;br /&gt;
 .?AVhistory_event_masterpiece_created_itemst@@&lt;br /&gt;
 .?AVhistory_event_demon_encasedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_droppedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_recoveredst@@&lt;br /&gt;
 .?AVhistory_event_artifact_foundst@@&lt;br /&gt;
 .?AVhistory_event_artifact_possessedst@@&lt;br /&gt;
 .?AVhistory_event_artifact_hiddenst@@&lt;br /&gt;
 .?AVhistory_event_merchantst@@&lt;br /&gt;
 .?AVhistory_event_body_abusedst@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_site_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_site_linkst@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_hf_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_hf_linkst@@&lt;br /&gt;
 .?AVhistory_event_change_hf_jobst@@&lt;br /&gt;
 .?AVhistory_event_change_hf_statest@@&lt;br /&gt;
 .?AVhistory_event_remove_hf_entity_linkst@@&lt;br /&gt;
 .?AVhistory_event_add_hf_entity_linkst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_reunionst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_simple_battle_eventst@@&lt;br /&gt;
 .?AVhistory_event_hist_figure_woundedst@@&lt;br /&gt;
 .?AVhistory_event_creature_devouredst@@&lt;br /&gt;
 .?AVhistory_event_hf_razed_buildingst@@&lt;br /&gt;
 .?AVhistory_event_site_abandonedst@@&lt;br /&gt;
 .?AVhistory_event_site_diedst@@&lt;br /&gt;
 .?AVhistory_event_hf_destroyed_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_site_taken_overst@@&lt;br /&gt;
 .?AVhistory_event_war_site_new_leaderst@@&lt;br /&gt;
 .?AVhistory_event_war_site_tribute_forcedst@@&lt;br /&gt;
 .?AVhistory_event_war_plundered_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_destroyed_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_attacked_sitest@@&lt;br /&gt;
 .?AVhistory_event_war_field_battlest@@&lt;br /&gt;
 .?AVhistory_event_collection_beast_attackst@@&lt;br /&gt;
 .?AVhistory_event_collection_site_conqueredst@@&lt;br /&gt;
 .?AVhistory_event_collection_duelst@@&lt;br /&gt;
 .?AVhistory_event_collection_battlest@@&lt;br /&gt;
 .?AV?$interface_button_button_light_up_selectorst@F@@&lt;br /&gt;
 .?AVviewscreen_movieplayerst@@&lt;br /&gt;
 .?AVviewscreen_layer_stockpilest@@&lt;br /&gt;
 .?AVviewscreen_layer_world_gen_param_presetst@@&lt;br /&gt;
 .?AVviewscreen_layer_world_gen_paramst@@&lt;br /&gt;
 .?AUworld_gen_param_seedst@@&lt;br /&gt;
 .?AUworld_gen_param_charst@@&lt;br /&gt;
 .?AUworld_gen_param_memberst@@&lt;br /&gt;
 .?AUworld_gen_param_valuest@@&lt;br /&gt;
 .?AUworld_gen_param_basest@@&lt;br /&gt;
 .?AVviewscreen_layer_export_play_mapst@@&lt;br /&gt;
 .?AVviewscreen_layer_musicsoundst@@&lt;br /&gt;
 .?AVviewscreen_layer_unit_relationshipst@@&lt;br /&gt;
 .?AVviewscreen_layer_workshop_profilest@@&lt;br /&gt;
 .?AVviewscreen_unitst@@&lt;br /&gt;
 .?AVviewscreen_customize_unitst@@&lt;br /&gt;
 .?AVviewscreen_keybindingsst@@&lt;br /&gt;
 .?AVviewscreen_savegamest@@&lt;br /&gt;
 .?AVviewscreen_loadgamest@@&lt;br /&gt;
 .?AVviewscreen_optionst@@&lt;br /&gt;
 .?AVinterface_button_button_open_traffic_designationst@@&lt;br /&gt;
 .?AVinterface_button_button_open_bitem_designationst@@&lt;br /&gt;
 .?AVinterface_button_button_donest@@&lt;br /&gt;
 .?AVinterface_button_button_designate_selectst@@&lt;br /&gt;
 .?AVinterface_button_buttonst@@&lt;br /&gt;
 .?AVinterface_button_construction_donest@@&lt;br /&gt;
 .?AVinterface_button_construction_building_selectorst@@&lt;br /&gt;
 .?AVinterface_button_construction_category_selectorst@@&lt;br /&gt;
 .?AVinterface_button_constructionst@@&lt;br /&gt;
 .?AVactive_script_var_longst@@&lt;br /&gt;
 .?AVactive_script_var_unitst@@&lt;br /&gt;
 .?AVactive_script_varst@@&lt;br /&gt;
 .?AVitem_trapcompst@@&lt;br /&gt;
 .?AVitem_trappartsst@@&lt;br /&gt;
 .?AVitem_pipe_sectionst@@&lt;br /&gt;
 .?AVitem_siegeammost@@&lt;br /&gt;
 .?AVitem_ballistapartsst@@&lt;br /&gt;
 .?AVitem_catapultpartsst@@&lt;br /&gt;
 .?AVitem_totemst@@&lt;br /&gt;
 .?AVitem_anvilst@@&lt;br /&gt;
 .?AVitem_gemst@@&lt;br /&gt;
 .?AVitem_braceletst@@&lt;br /&gt;
 .?AVitem_earringst@@&lt;br /&gt;
 .?AVitem_ringst@@&lt;br /&gt;
 .?AVitem_crownst@@&lt;br /&gt;
 .?AVitem_scepterst@@&lt;br /&gt;
 .?AVitem_amuletst@@&lt;br /&gt;
 .?AVitem_figurinest@@&lt;br /&gt;
 .?AVitem_cabinetst@@&lt;br /&gt;
 .?AVitem_weaponrackst@@&lt;br /&gt;
 .?AVitem_armorstandst@@&lt;br /&gt;
 .?AVitem_binst@@&lt;br /&gt;
 .?AVitem_millstonest@@&lt;br /&gt;
 .?AVitem_quernst@@&lt;br /&gt;
 .?AVitem_statuest@@&lt;br /&gt;
 .?AVitem_coffinst@@&lt;br /&gt;
 .?AVitem_animaltrapst@@&lt;br /&gt;
 .?AVitem_bucketst@@&lt;br /&gt;
 .?AVitem_windowst@@&lt;br /&gt;
 .?AVitem_toyst@@&lt;br /&gt;
 .?AVitem_instrumentst@@&lt;br /&gt;
 .?AVitem_gobletst@@&lt;br /&gt;
 .?AVitem_gratest@@&lt;br /&gt;
 .?AVitem_hatch_coverst@@&lt;br /&gt;
 .?AVitem_floodgatest@@&lt;br /&gt;
 .?AVitem_clothst@@&lt;br /&gt;
 .?AVitem_foodst@@&lt;br /&gt;
 .?AVitem_cheesest@@&lt;br /&gt;
 .?AVitem_ballistaarrowheadst@@&lt;br /&gt;
 .?AVitem_leavesst@@&lt;br /&gt;
 .?AVitem_shellst@@&lt;br /&gt;
 .?AVitem_skin_tannedst@@&lt;br /&gt;
 .?AVitem_petst@@&lt;br /&gt;
 .?AVitem_fish_rawst@@&lt;br /&gt;
 .?AVitem_drinkst@@&lt;br /&gt;
 .?AVitem_potionst@@&lt;br /&gt;
 .?AVitem_extractst@@&lt;br /&gt;
 .?AVitem_woodst@@&lt;br /&gt;
 .?AVitem_rockst@@&lt;br /&gt;
 .?AVitem_stonest@@&lt;br /&gt;
 .?AVitem_roughst@@&lt;br /&gt;
 .?AVitem_blocksst@@&lt;br /&gt;
 .?AVitem_smallgemst@@&lt;br /&gt;
 .?AVitem_barst@@&lt;br /&gt;
 .?AVitemimprovement_sewn_imagest@@&lt;br /&gt;
 .?AVitemimprovement_clothst@@&lt;br /&gt;
 .?AVitemimprovement_threadst@@&lt;br /&gt;
 .?AVitemimprovement_itemspecificst@@&lt;br /&gt;
 .?AVitemimprovement_spikesst@@&lt;br /&gt;
 .?AVitemimprovement_bandsst@@&lt;br /&gt;
 .?AVitemimprovement_rings_hangingst@@&lt;br /&gt;
 .?AVitemimprovement_coveredst@@&lt;br /&gt;
 .?AVitemimprovement_art_imagest@@&lt;br /&gt;
 .?AVitemimprovementst@@&lt;br /&gt;
 .?AVgeneral_ref_coinbatchst@@&lt;br /&gt;
 .?AVitemdef_foodst@@&lt;br /&gt;
 .?AVitemdef_pantsst@@&lt;br /&gt;
 .?AVitemdef_helmst@@&lt;br /&gt;
 .?AVitemdef_shieldst@@&lt;br /&gt;
 .?AVitemdef_shoesst@@&lt;br /&gt;
 .?AVitemdef_glovesst@@&lt;br /&gt;
 .?AVitemdef_siegeammost@@&lt;br /&gt;
 .?AVitemdef_ammost@@&lt;br /&gt;
 .?AVitemdef_armorst@@&lt;br /&gt;
 .?AVitemdef_instrumentst@@&lt;br /&gt;
 .?AVitemdef_toyst@@&lt;br /&gt;
 .?AVitemdef_trapcompst@@&lt;br /&gt;
 .?AVitemdef_weaponst@@&lt;br /&gt;
 .?AVitemdefst@@&lt;br /&gt;
 .?AVmachine_standardst@@&lt;br /&gt;
 .?AVmachinest@@&lt;br /&gt;
 .?AVgeneral_ref_item_typest@@&lt;br /&gt;
 .?AVgeneral_ref_artifactst@@&lt;br /&gt;
 .?AVviewscreen_layer_assigntradest@@&lt;br /&gt;
 .?AVviewscreen_requestagreementst@@&lt;br /&gt;
 .?AVviewscreen_tradeagreementst@@&lt;br /&gt;
 .?AVviewscreen_topicmeeting_takerequestsst@@&lt;br /&gt;
 .?AVviewscreen_topicmeetingst@@&lt;br /&gt;
 .?AVviewscreen_meetingst@@&lt;br /&gt;
 .?AVviewscreen_barterst@@&lt;br /&gt;
 .?AVviewscreen_tradegoodsst@@&lt;br /&gt;
 .?AVviewscreen_tradelistst@@&lt;br /&gt;
 .?AVviewscreen_textviewerst@@&lt;br /&gt;
 .?AVproj_magicst@@&lt;br /&gt;
 .?AVreaction_product_itemst@@&lt;br /&gt;
 .?AVreaction_productst@@&lt;br /&gt;
 .?AVreaction_reagent_classst@@&lt;br /&gt;
 .?AVreaction_reagent_metal_orest@@&lt;br /&gt;
 .?AVreaction_reagent_itemst@@&lt;br /&gt;
 .?AVreaction_reagentst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_itemownerst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_offeredst@@&lt;br /&gt;
 .?AVgeneral_ref_entity_stolenst@@&lt;br /&gt;
 .?AVgeneral_ref_entityst@@&lt;br /&gt;
 .?AVgeneral_ref_building_holderst@@&lt;br /&gt;
 .?AVgeneral_ref_building_cagedst@@&lt;br /&gt;
 .?AVgeneral_ref_building_chainst@@&lt;br /&gt;
 .?AVgeneral_ref_building_triggertargetst@@&lt;br /&gt;
 .?AVgeneral_ref_building_triggerst@@&lt;br /&gt;
 .?AVgeneral_ref_building_civzone_assignedst@@&lt;br /&gt;
 .?AVgeneral_ref_projectilest@@&lt;br /&gt;
 .?AVgeneral_ref_contained_in_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_contains_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_itemst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_workerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_holderst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_tradebringerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_itemownerst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_slaughtereest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_infantst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_patientst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_kidnapeest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_foodreceiverst@@&lt;br /&gt;
 .?AVgeneral_ref_unit_beateest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_cageest@@&lt;br /&gt;
 .?AVgeneral_ref_unit_traineest@@&lt;br /&gt;
 .?AVgeneral_ref_contains_unitst@@&lt;br /&gt;
 .?AVgeneral_ref_unitst@@&lt;br /&gt;
 .?AVgeneral_ref_is_nemesisst@@&lt;br /&gt;
 .?AVgeneral_ref_nemesisst@@&lt;br /&gt;
 .?AVgeneral_ref_is_artifactst@@&lt;br /&gt;
 .?AVscript_step_invasionst@@&lt;br /&gt;
 .?AVscript_step_dipeventst@@&lt;br /&gt;
 .?AVscript_step_eventst@@&lt;br /&gt;
 .?AVscript_step_diphistoryst@@&lt;br /&gt;
 .?AVscript_step_textviewerst@@&lt;br /&gt;
 .?AVscript_step_discussst@@&lt;br /&gt;
 .?AVscript_step_constructtopiclistst@@&lt;br /&gt;
 .?AVscript_step_topicdiscussionst@@&lt;br /&gt;
 .?AVscript_step_setvarst@@&lt;br /&gt;
 .?AVscript_step_simpleactionst@@&lt;br /&gt;
 .?AVscript_step_conditionalst@@&lt;br /&gt;
 .?AVscript_stepst@@&lt;br /&gt;
 .?AVscript_var_longst@@&lt;br /&gt;
 .?AVscript_var_unitst@@&lt;br /&gt;
 .?AVscript_varst@@&lt;br /&gt;
 .?AVviewscreen_layer_choose_language_namest@@&lt;br /&gt;
 .?AVviewscreen_setupdwarfgamest@@&lt;br /&gt;
 .?AVviewscreen_choose_start_sitest@@&lt;br /&gt;
 .?AVvegst@@&lt;br /&gt;
 .?AVworld_construction_bridgest@@&lt;br /&gt;
 .?AVworld_construction_wallst@@&lt;br /&gt;
 .?AVworld_construction_tunnelst@@&lt;br /&gt;
 .?AVworld_construction_roadst@@&lt;br /&gt;
 .?AVworld_constructionst@@&lt;br /&gt;
 .?AVworld_construction_square_wallst@@&lt;br /&gt;
 .?AVworld_construction_square_bridgest@@&lt;br /&gt;
 .?AVworld_construction_square_tunnelst@@&lt;br /&gt;
 .?AVworld_construction_square_roadst@@&lt;br /&gt;
 .?AVworld_construction_squarest@@&lt;br /&gt;
 sqrt&lt;br /&gt;
 sin&lt;br /&gt;
 cos&lt;br /&gt;
 atan2&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stack&amp;diff=87990</id>
		<title>40d:Stack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stack&amp;diff=87990"/>
		<updated>2010-04-09T12:19:19Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''(See {{L|pump stack}} if seeking information on that concept.)''&lt;br /&gt;
&lt;br /&gt;
A '''stack''' is a pile of objects, such as food, bones, or ammo, that came from the same source at the same time - the same farm plot tile, animal, or workshop job.  A stack is considered a single object for purposes of {{L|hauling}} and {{L|job}}s, but single, individual objects can be used from it, one at a time, such as one bolt shot from a crossbow, or one food item taken for eating.  If the item survives that use (the bolt doesn't break, or the food item is dropped for some reason), it then becomes an individual item, unconnected to any stack.  Individual items cannot be stacked or re-stacked.&lt;br /&gt;
&lt;br /&gt;
Stacks of items are counted as the total number in the stack for purposes of storing in {{L|barrel}}s or {{L|bin}}s, as will items produced in {{L|workshop}}s for determining {{L|clutter}} - this can occur very quickly with some items.&lt;br /&gt;
&lt;br /&gt;
Items can be viewed a number of ways, but the easiest is via the {{k|k}} key or in the {{L|z-stocks}} menu; a stack of 4 {{L|plump helmets}} would look like this:&lt;br /&gt;
&lt;br /&gt;
:{{Gametext|Plump Helmet [4]|#fff}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plants usually grow in stacks of 2-6, depending on the skill of the planter (though {{L|potash|fertilizer}} can potentially boost stack size as high as 11).  Butchering an animal produces stacks of meat, chunks, and bones equal to that creature's size (as does {{L|rotting}} for bones).  Prepared meals come in stacks of size equal to the total number of items used - since up to 4 ingredients can be used to {{L|cook}} a lavish meal, and each ingredient itself can be a stack, this can be quite large.  Bolts come in stacks of 25 for wood or metal bolts, and creating bone bolts from a stack of bones gives a stack of bolts equal to the input bone stack size multiplied by 5.  ({{L|Immigrant}}s can bring bigger stacks.)&lt;br /&gt;
&lt;br /&gt;
Note that some stacks of items currently do not behave as might be expected. When making bone {{L|crafts}} or {{L|crossbow}}s, a stack of bones will produce the same number of crafts as a single bone, making stacks of bones highly uneconomical for making anything other than bolts. Additionally, {{L|lye}} comes in stacks of 10 when purchased from caravans, but attempting to make it into {{L|potash}} will produce only one {{L|bar}} from the entire stack, making stacks of lye useful only for making {{L|soap}}.{{version|0.28.181.40d}}&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pump_stack&amp;diff=87987</id>
		<title>40d:Pump stack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pump_stack&amp;diff=87987"/>
		<updated>2010-04-09T12:19:03Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Screw pump#Pumping up multiple levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Screw pump#Pumping up multiple levels]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=87986</id>
		<title>40d:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=87986"/>
		<updated>2010-04-09T12:17:56Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Instead of buying overly expensive and lowest-quality axes (and any other metal items, like picks) at embark, you can take what you need to make your own once your dwarfs are at their new site.&lt;br /&gt;
&lt;br /&gt;
This is only when preparing to [[40d:Starting builds|start a new game]] - later, items are not &amp;quot;for sale&amp;quot;, but can be [[40d:trade|trade]]d for if a [[40d:caravan|caravan]] is carrying any.&lt;br /&gt;
&lt;br /&gt;
== Cheaper axes &amp;amp; etc. ==&lt;br /&gt;
&lt;br /&gt;
Steel axes normally cost 300 points each, and copper picks 20 pts each. A copper axe would only be 20 pts as well - but they're not for sale, even though they cut trees just as fast as steel ones. ''(They are not as good at cutting goblins, not by half - see [[40d:weapons#Material damage modifiers|weapons]] for a comparison of different materials)''.  So, instead of spending that much on a steel axe, you can make your own steel, iron, bronze or copper axes or picks, or any other metal items immediately, by bringing the resources needed instead and having the dwarfs make them for themselves, on site.  What's more, you can only buy &amp;quot;standard&amp;quot; [[40d:quality|quality]] weapons - a [[40d:skill|proficient]] [[40d:weaponsmith|weaponsmith]] has a good chance to produce a *superior* axe or pick, which is 60% better in combat, if it comes to that.  (And it will, sooner or later... usually sooner...)&lt;br /&gt;
&lt;br /&gt;
For comparison of embark-point savings, the default 1 anvil ''(1000 pts)'' and 2 standard (lowest) quality steel axes ''(300 each)'' cost 1600 points. You could, instead, take no anvil and 5* standard quality steel axes, for a cost 1500 points ''(5 axes x 300 pts'').  However, the resources required to make 5* steel axes costs well less than 1200 pts, between anvil, ore, coal and flux, ''and'' you'll end up with much higher quality axes, that ''each'' could be worth more than 1200'''☼''' by itself - and that adds to your created [[40d:wealth|wealth]], which is another good thing.  Whether the effort and time without axes/picks is worth 400+ pts is up to you. (Note that it's often a good idea to take at least 1 pick to start out with - it's only 20 pts, it serves as a [[40d:weapon|weapon]] in emergencies, and you have one [[40d:miner|miner]] who starts digging ''now'', instead of the end of the month or so.)&lt;br /&gt;
&lt;br /&gt;
:''(* It's not recommended to start with 5 axes, either way, unless you're '''really''' expecting some serious trouble.  The numbers just work well as a comparison.  Taking the DIY material for, say, one, or two or three weapons, investing the rest in something else that may be hard to find later, and seeing what quality that first axe is, and maybe then later making a nice quality crossbow and some bolts may work better for you - lots of options.)''&lt;br /&gt;
&lt;br /&gt;
[[40d:Copper|Copper]], [[40d:bronze|bronze]] or [[40d:iron|iron]] weapons/items are the easiest and fastest - just smelt the ore, and forge the [[40d:bar|bar]]s into weapons.  Bronze actually is a bit faster and uses less [[40d:fuel|fuel]] for every two items, smelting one [[40d:copper|copper]] ore* and one [[40d:cassiterite|cassiterite]] ([[40d:tin|tin]]) ore-stone into two bronze bars at the same time for only one fuel.  &lt;br /&gt;
&lt;br /&gt;
:''(* There are several ores that produce [[40d:copper|copper]])''&lt;br /&gt;
&lt;br /&gt;
[[40d:Bismuth Bronze|Bismuth Bronze]] requires one additional step per 4 bars produced, can only produce 4 bars per cycle, and is only for added [[40d:value|value]], not for combat improvement.  Bismuth Bronze cannot be smelted from ores, but only from the individual bars after they've been smelted, adding to the time and fuel required.  2 copper ores, 1 cassiterite, and 1 bismuthinite (and 5 units of [[40d:fuel|fuel]] unless using [[40d:magma|magma]]) makes 4 bars of bismuth bronze, which is as deadly but 20% more valuable than regular bronze.  (Which is nice, but hardly a bankbreaker.  For some, it's just the satisfaction of having done it.)&lt;br /&gt;
&lt;br /&gt;
[[40d:Steel|Steel]] is the most complex, and by far the most valuable and deadly, but is nothing to be shy about - and you'll be pounding a lot of steel soon enough.  It takes several more steps and some more ingredients to make steel, but might well be worth it for an axe or three, if not the picks - steel is the ultimate material short of adamantine, and you will want your axes and other weapons to be steel sooner or later.&lt;br /&gt;
&lt;br /&gt;
Any of these metals can also be used to make armor or any other items in any metal-based workshop menu.  Keeping a couple bars of some obscure metals or alloys around is not a bad plan for [[40d:mood|moody]] dwarfs, either.&lt;br /&gt;
&lt;br /&gt;
===What to bring in your wagon===&lt;br /&gt;
The math formulas can get awkward if combining fuel from wood (charcoal) and from bituminous coal fuel (coke) - your wagon will provide 3 wood, which is enough for at least 1 axe of copper, bronze or iron.  Bituminous coal is a better buy than wood for making additional fuel, but it's not always available.  We'll talk in units of wood, but replace any 2 wood with 1 bituminous coal if possible and save 3 pts. ''(Unless you have a [[40d:magma smelter|magma smelter]], the math for buying and processing [[40d:lignite|lignite]] into coke fuel is the same as buying wood and turning that into charcoal fuel.) '' &lt;br /&gt;
&lt;br /&gt;
And if you have an open [[40d:magma vent|magma vent]], then you can build a [[40d:magma smelter|magma smelter]] and [[40d:magma forge|magma forge]], and ignore the need for a wood burner and any wood/fuel requirements (though not the fuel requirement to make [[40d:steel|steel]], if that's your plan).&lt;br /&gt;
&lt;br /&gt;
See [[40d:fuel|fuel]] and [[40d:smelting|smelting]] for more info. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, to make your own and save the points, don't buy any axes (or other metal items as you choose) and instead buy:&lt;br /&gt;
&lt;br /&gt;
:* 1 [[40d:Anvil|Anvil]] (1000 points) (This is only mentioned here because you CANNOT do this without an anvil, unless you're willing to not have axes until traders sell you an anvil late in the year - and even ''that'' is not guaranteed.)&lt;br /&gt;
:* 3 fire-safe stones to construct the necessary buildings* (9 points).  ([[40d:Bauxite|Bauxite]] is a popular choice for its other qualities.  Ores are also fire-safe stones.)&lt;br /&gt;
:* Your wagon, when deconstructed, will provide 3 wood. This wood can be used for what is needed below.&lt;br /&gt;
&lt;br /&gt;
:::''(* The three buildings will be a [[40d:wood burner|wood burner]], for turning wood to charcoal (a necessary high quality [[40d:fuel|fuel]]), a [[40d:smelter|smelter]], for refining [[40d:ore|ore]] into [[40d:metal|metal]], and a [[40d:forge|forge]], for the shaping of the final product. Or the magma versions of the latter two.)''&lt;br /&gt;
&lt;br /&gt;
'''''Plus'''''...&lt;br /&gt;
&lt;br /&gt;
...for '''Copper''' or '''Iron''' weapons and tools, you will need:&lt;br /&gt;
:* 1 ore/item&lt;br /&gt;
:* 2 wood/item&lt;br /&gt;
&lt;br /&gt;
...for '''Bronze''' weapons and tools, you will need:&lt;br /&gt;
:* 1 copper ore &amp;amp; 1 cassiterite ore per every 2 items&lt;br /&gt;
:* 3 wood per every 2 items&lt;br /&gt;
::''(Bronze bars are made in pairs only.  You don't have to use both, but you have to make both.)''&lt;br /&gt;
&lt;br /&gt;
...for '''Bismuth Bronze''' weapons and tools, you will need:&lt;br /&gt;
:* 2 copper ore. 1 cassiterite ore &amp;amp; 1 bismuth ore per every 4 items&lt;br /&gt;
:* 9 wood per every 4 items&lt;br /&gt;
::''(Bismuth bronze bars are made in sets of 4 only.  You don't have to use all 4, but you have to make them in sets of 4.)''&lt;br /&gt;
&lt;br /&gt;
...for '''Steel''' weapons and tools, you will need:&lt;br /&gt;
:* 2 [[40d:iron ore|iron ore]] per every 2 items.&lt;br /&gt;
:* 2 [[40d:flux|flux]] stones per every 2 items&lt;br /&gt;
:* 6 wood per every 2 items&lt;br /&gt;
::''(Steel bars are made in pairs only.  You don't have to use both, but you have to make both.)''&lt;br /&gt;
&lt;br /&gt;
With any of the above, you could bring [[40d:bar|bar]]s of metal ''instead'' of ores and some wood.  This would cost more than the ores, but it would save time and some fuel by not having to smelt the ores into bars. If you do that, skip the smelting (Step 3) and go straight to forging.&lt;br /&gt;
&lt;br /&gt;
You could also bring [[40d:charcoal|charcoal]] or [[40d:bituminous coal|bituminous coal]] instead of wood - read on those for a full discussion.  Without a magma smelter, [[40d:lignite|lignite]] is not recommended, as it is a more complicated process for the same final result as the charcoal needed to process it in the first place.&lt;br /&gt;
&lt;br /&gt;
===Step by Step===&lt;br /&gt;
====Step 1 - Preparation====&lt;br /&gt;
:Upon arriving at your new site, break down the wagon using {{k|q}}, {{k|x}} - the wagon's not good for anything else.  Enable (at least) one of your dwarfs with the [[40d:Carpentry|Carpentry]] labor - untrained is fine, but this is the labor necessary for turning your wagon into the 3 wood.&lt;br /&gt;
&lt;br /&gt;
Step 1.1)&amp;lt;br /&amp;gt;&lt;br /&gt;
:You'll also need to build a [[40d:wood burner|wood burner]], using one of the fire-safe stones (or ores) you brought.  (You can easily tear it down later and recover that.)  And then build a [[40d:smelter|smelter]], and a [[40d:metalsmith's forge|metalsmith's forge]], in that order, but not necessarily all at once - the other steps will take a little time. (The forge especially could be delayed - you'll have time if you want to put that one inside your first digs where the final products will be safe from thieves.)  You'll need both an [[40d:architect|architect]] and then a [[40d:mason|mason]] to construct the first two buildings, and any general [[40d:metalsmith|metalsmith]] skill for the forge.&lt;br /&gt;
&lt;br /&gt;
====Step 2 - Fuel====&lt;br /&gt;
:Burn one log in the wood burner to get one charcoal for fuel. Repeat as necessary - you'll need 1 fuel for each task at a smelter or forge.&lt;br /&gt;
&lt;br /&gt;
Step 2.1)&amp;lt;br /&amp;gt;&lt;br /&gt;
:If you have bituminous coal, once you have one fuel (that first charcoal) you can then use that to smelt coal in the smelter - one coal + 1 fuel will give you 3 coke fuel*.  These are identical to and interchangeable with charcoal fuel.&lt;br /&gt;
&lt;br /&gt;
::''(* One charcoal and one coke are the same, they're both [[40d:fuel|fuel]] for a smelter or forge, or used in the reaction to create [[40d:pig iron|pig iron]] or [[40d:steel|steel]].  Wood does not burn hot enough, and you can't burn raw coal (in this game), you have to smelt it first - this process is just a multiplier, saving time and wood.)''&lt;br /&gt;
&lt;br /&gt;
====Step 3 - Smelt the Ores into bars====&lt;br /&gt;
:As soon as you have some fuel, you can then smelt your ore(s).  Copper or iron ore take 1 fuel/ore; bronze takes 1 fuel/2 ores (1 copper + 1 cassiterite).  &lt;br /&gt;
&lt;br /&gt;
Step 3.x)&amp;lt;br /&amp;gt;&lt;br /&gt;
:Bismuth bronze and steel are slightly more complex. Each ore for bismuth bronze must be smelted individually into bars (1 fuel/1 ore), and then those 4 bars smelted all together in one additional step with 1 more fuel to create 4 bars of bismuth bronze. &lt;br /&gt;
&lt;br /&gt;
:For steel, smelt 2 iron ore into 2 iron bars.  Then smelt 1 pig iron bar from (1 iron bar + 1 flux stone).  Finally, smelt 2 steel bars from (the other iron bar + 1 pig iron bar + 1 flux stone).&lt;br /&gt;
&lt;br /&gt;
::''(Note - In the smelter menu, you will not see an option to make complex alloys or steel until you have all component bars available.)''&lt;br /&gt;
&lt;br /&gt;
====Step 4 - Forge the items====&lt;br /&gt;
:Lastly, you can forge the weapons or other metal items in the metalsmith's forge, using one bar of metal and one fuel each.&lt;br /&gt;
&lt;br /&gt;
=== Mine your own ores ===&lt;br /&gt;
&lt;br /&gt;
If you are traveling to an area likely to have copper or iron ores (see [[40d:layer|layer]]s), you could bring a pick (20 points) and no ore or rocks, and trust to luck to save even more points.  &lt;br /&gt;
&lt;br /&gt;
Because copper picks are so cheap, and smelting and forging takes a while, it's not a bad idea to take 1 pick anyway - in emergencies your miner can use it as a weapon, and they get digging shelter and storage space immediately while you are building your woodburner, smelter and forge.&lt;br /&gt;
&lt;br /&gt;
== Minimalist challenge build ==&lt;br /&gt;
&lt;br /&gt;
For the hardcore survivalist dwarfs only.  &lt;br /&gt;
&lt;br /&gt;
Start out with ''only''&lt;br /&gt;
:* 1 anvil &lt;br /&gt;
:* 2 copper nuggets.&lt;br /&gt;
&lt;br /&gt;
And figure it out from there. Real dwarves (or real DF players) won't need to peek.&lt;br /&gt;
&lt;br /&gt;
::::::::::::''Spoiler solution:''&lt;br /&gt;
{{Spoil small|&lt;br /&gt;
* deconstruct the initial wagon for the 3 wood it provides&lt;br /&gt;
* build a wood furnace with 1 copper nugget&lt;br /&gt;
* make 1 ash and 2 charcoal from the wood&lt;br /&gt;
* deconstruct the wood furnace&lt;br /&gt;
* build a smelter with 1 ash ''(a fire-safe &amp;quot;bar&amp;quot;)''&lt;br /&gt;
* smelt 1 copper bar&lt;br /&gt;
* build a metalsmith's forge with 1 anvil and 1 copper nugget&lt;br /&gt;
* forge a battle axe&lt;br /&gt;
* deconstruct the forge&lt;br /&gt;
* cut down 2 trees&lt;br /&gt;
* build a wood furnace with 1 copper nugget&lt;br /&gt;
* make 1 ash and 2 charcoal&lt;br /&gt;
* deconstruct the wood furnace&lt;br /&gt;
* smelt 1 copper bar&lt;br /&gt;
* build a metalsmith's forge with 1 anvil and 1 ash&lt;br /&gt;
* forge a pick&lt;br /&gt;
* mine more stone/ore&lt;br /&gt;
... and proceed as normal.}}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
&lt;br /&gt;
The quality of a [[40d:crossbow|crossbow]]'s construction affects your marksdwarfs' accuracy, but the material it is made out of only affects the damage it does when the crossbow is used as a melee weapon (usually when the marksdwarf is out of bolts or otherwise in trouble). It's therefore not of great importance exactly what they're made out of initially.&lt;br /&gt;
&lt;br /&gt;
Crossbows can be made quite cheaply from wood (3 points each) or from bone (left over from whatever fish you've brought along as starting food - turtle is a popular choice, for 2 points each). A bowyer's workshop is needed to make bone or wood crossbows and the crossbow-making skill is used.&lt;br /&gt;
&lt;br /&gt;
If you don't want to spend skill points on crossbow-making for your initial dwarves, a copper crossbow is almost as cheap (6 points for copper nuggets + the wood/coal for fuel) but is manufactured in a metalsmith's forge and has its quality determined by the maker's [[40d:weaponsmith|weaponsmith]]ing skill.  Don't forget the [[40d:bolt|bolt]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=87979</id>
		<title>40d:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=87979"/>
		<updated>2010-04-09T12:16:33Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''The basic point of Fortress mode is:'''&lt;br /&gt;
*Build/[[40d:dig|dig]] a place for your dwarves to work and live&lt;br /&gt;
*Ensure survivability by providing [[40d:food|food]] and [[40d:water|water]]/[[40d:alcohol|drink]] for every dwarf&lt;br /&gt;
*Provide basic comfort by building [[40d:bed|bed]]s/[[40d:Bedroom|quarter]]s, a [[40d:dining room|dining room]]&lt;br /&gt;
*Defend your fortress ([[40d:trap|trap]]s/[[40d:military|military]])&lt;br /&gt;
*From the way Toady implements some features, have a lot of (twisted) [[40d:fun|fun]]&lt;br /&gt;
*Accumulate [[40d:wealth|wealth]]&lt;br /&gt;
*Build and sustain a bustling full 200 dwarf fortress (this is already a bit &amp;quot;optional&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Most people prefer to do some/most of these steps:&lt;br /&gt;
*Expand the cave to have own specific areas for specific purposes ([[40d:Bedroom|Bedroom]]s, [[40d:workshops|workshops]], [[40d:farm|farm]]s etc)&lt;br /&gt;
*Create various items for exporting ([[40d:Trade|Trade]])&lt;br /&gt;
*Create a working [[40d:military|military]]&lt;br /&gt;
*Dig out the wealth of the mountain/ground (Mainly [[40d:platinum|platinum]], [[40d:gold|gold]], [[40d:gem|gem]]s, [[40d:adamantine|adamantine]] etc)&lt;br /&gt;
*Create luxury for your dwarves and a generally grand and nicely smoothed fortress&lt;br /&gt;
*Generally make your fort self-sustaining and self-supplied&lt;br /&gt;
*Experiment with and experience the full depth of all game features&lt;br /&gt;
*Complete megalomaniac construction projects&lt;br /&gt;
*Kill Elves&lt;br /&gt;
*Create the worlds largest Brewery&lt;br /&gt;
*Do it all over again with one skill-less dwarf in a [[40d:terrifying|terrifying]] biome&lt;br /&gt;
*Profit!&lt;br /&gt;
&lt;br /&gt;
Beyond this, it's really up to your own imagination what you wish to do. After all, this game is an [http://en.wikipedia.org/wiki/Nonlinear_gameplay#Sandbox_mode open-ended game]. The possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
If you feel the need to play a more goal-based game, check out the list of [[40d:challenges|game goals]] for suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=87977</id>
		<title>40d:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=87977"/>
		<updated>2010-04-09T12:16:05Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Rhesus macaque|symbol=m|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|biome= * [[40d:Temperate|Temperate]] [[40d:shrubland|shrubland]]&lt;br /&gt;
* Temperate [[40d:savanna|savanna]]&lt;br /&gt;
* Temperate [[40d:grassland|grassland]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak [[40d:creature|creature]], a '''macaque''' is a small monkey that can create a large annoyance.  They come in packs of five to ten to [[40d:thief|steal]] any accessible valuables such as [[40d:food|food]], tools, [[40d:craft|craft]]s, or anything else left lying unguarded, prioritizing the highest value items they can (easily) access.  If you have no guards or guard [[40d:animals|animals]] (and are not watching the landscape), often the first sign of trouble is either an [[40d:announcement|announcement]] that a [[40d:civilian|civilian]] [[40d:dwarf|dwarf]] has a job &amp;quot;interrupted by rhesus macaque&amp;quot;, or that an item has been stolen - the game pauses and centers on the incident after the latter announcement (only).  They are not shy about entering a [[40d:fortress|fortress]] underground if there are no guards at the entrance, but are quite vulnerable to any sort of [[40d:trap|trap]].  &lt;br /&gt;
&lt;br /&gt;
Occasionally, they are brave enough to actually attack [[40d:dwarves|dwarves]], but any sign of harm will send them packing - for the moment.  But they are stubborn, and they'll soon be back and in greater numbers.&lt;br /&gt;
&lt;br /&gt;
A guard [[40d:dog|dog]] or even an untrained dwarf can usually stop one without injury, but if you're particularly unfortunate it is always possible for a rhesus macaque (as is for any creature) to cause grievous bodily injury or even kill, mostly because they will latch on with their bite attack.  While sometimes speed is of the essence to avoid losing valuable objects, it is always safest to attack them with [[40d:soldier|proper warrior]]s or [[40d:marksdwarves|marksdwarves]] instead of just any convenient unarmored, novice [[40d:wrestler|wrestler]]s who happen to be nearby, as getting the first strike is usually sufficient to dispatch or maim one of these little brats.  Enjoy your [[40d:kitchen|&lt;br /&gt;
*Rhesus Macaque biscuits*]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It has been suggested by some that Rhesus Macaque meat cooked with [[dwarven syrup]] is used for a tasty dwarven candy, or Rhesus Pieces. [http://www.bay12games.com/forum/index.php?topic=46408.msg922819#msg922819]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MACAQUE_RHESUS]&lt;br /&gt;
	[NAME:rhesus macaque:rhesus macaques:rhesus macaque]&lt;br /&gt;
	[TILE:'m'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:30:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:3:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marksdwarves&amp;diff=87975</id>
		<title>40d:Marksdwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marksdwarves&amp;diff=87975"/>
		<updated>2010-04-09T12:15:50Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Marksman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Marksman]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Civilian&amp;diff=87973</id>
		<title>40d:Civilian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Civilian&amp;diff=87973"/>
		<updated>2010-04-09T12:15:04Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Skill]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miner&amp;diff=87971</id>
		<title>40d:Miner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miner&amp;diff=87971"/>
		<updated>2010-04-09T12:14:00Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color   = rgb(192,192,192)&lt;br /&gt;
| skill    = Miner&lt;br /&gt;
| speciality = Miner&lt;br /&gt;
| profession = Miner&lt;br /&gt;
| job name  = [[40d:Mining|Mining]]&lt;br /&gt;
| tasks   =&lt;br /&gt;
* [[40d:Dig|Dig]]&lt;br /&gt;
}}&lt;br /&gt;
'''Miners''' are necessary to build any kind of fortress, unless you're planning on building everything out of [[40d:wood|wood]] and on the surface, like one of those foolish [[40d:Human|humans]].&lt;br /&gt;
&lt;br /&gt;
Skill level increases the speed of mining and also increases the chance of leaving behind [[40d:stone|stone]], [[40d:ore|ore]] or [[40d:gem|gem]]s depending on the material mined. At Legendary skill, a miner will always leave stone/ore/gems behind. High skill can actually be undesirable, since excess stone can be a nuisance. However, miners gain skill extremely quickly so some amount of stone is unavoidable. Miners are required to dig tunnels, [[40d:channel|channel]]s, [[40d:stair|stair]]s, and [[40d:ramp|ramp]]s, as well as remove said stairs and ramps. Miners require a [[40d:pick|pick]] to do any work. &lt;br /&gt;
&lt;br /&gt;
In order to start digging you need to designate an area to be dug. This is done with the [[40d:Designations|Designations]] menu.&lt;br /&gt;
&lt;br /&gt;
Currently, the only way to prevent miners from mining a certain area is to prevent them from finding their way to that area.  Locking them on the other side of a [[40d:door|door]] or [[40d:hatch|hatch]], or if separate from your main fortress, using the &amp;quot;No dwarves outside&amp;quot; [[40d:Standing orders|order]] are two possible solutions.&lt;br /&gt;
&lt;br /&gt;
The mining skill is unique in that it is the only civilian skill that can be used in combat. Because miners quickly improve their mining skill during the normal course of mining, and because they always carry their picks with them, miners are extremely useful for defense in the early stages of the game. [[40d:Woodcutter|Woodcutter]]s also carry their [[40d:axe|axe]]s with them at all times, but axes use a special combat skill that is not practiced while doing civilian work. Miners will use their picks as weapons if they are drafted while they are carrying picks, and they are not designated to use any other weapon (i.e., they are instructed to fight [[40d:Wrestling|unarmed]]). Picks make better [[40d:weapon|weapon]]s than one might expect - basically, they are spears that do 30% less damage. During this combat, a miner gains mining skill.&lt;br /&gt;
&lt;br /&gt;
The [[40d:material|material]] or [[40d:quality|quality]] of a [[40d:pick|pick]] does not affect mining speed, but it does affect [[40d:combat|combat]] strength.&lt;br /&gt;
&lt;br /&gt;
==== Mining behaviour ====&lt;br /&gt;
&lt;br /&gt;
If a large area is designated for mining, miners will all tend to clear out the left side first, working from the top down as much as possible.  This is not an absolute, but a strong tendency.&lt;br /&gt;
&lt;br /&gt;
Once mining, a dwarf will automatically continue on to mine any connected tiles (on the same level) designated for mining, even diagonally, rather than shift to mine a discontinuous tile.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not tend to see tiles on different levels as &amp;quot;connected&amp;quot; (for instance, an [[40d:stairs|up-stair]] below a [[40d:stairs|down-stair]]), and will tend to clear one level before moving on to another, even to the point of moving far across a map to do so.  They seem to mine top levels over lower ones.&lt;br /&gt;
&lt;br /&gt;
If no mining-designated tile is connected, they will then shift, seeking to mine a top-left designated tile on a top-most level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Professions]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plant_token&amp;diff=87970</id>
		<title>40d:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plant_token&amp;diff=87970"/>
		<updated>2010-04-09T12:13:28Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Plants are stored in the matgloss_plant.txt file.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[MATGLOSS_PLANT:]||The first line of the matgloss tells the game what string is used to refer to this particular plant. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[TILE:]||What tile is used for this plant. Either a number, such as 6 [♠] or a letter inside apostrophes, such as ':'. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;. See [[Character table|character table]].&lt;br /&gt;
|-&lt;br /&gt;
|[COLOR:]||The [[40d:color|color]] of the plant. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_TILE:]||What tile is used when the plant has withered. Defaults to 169 [⌐].&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_COLOR:]||The [[40d:color|color]] of the plant when it has withered. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
|-&lt;br /&gt;
|[SHRUB_TILE:]||What tile is used for shrubs bearing this plant. Defaults to 34 [&amp;quot;].&lt;br /&gt;
|-&lt;br /&gt;
|[SHRUB_COLOR:]||The [[40d:color|color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_SHRUB_TILE:]||What tile is used for dead shrubs bearing this plant. Defaults to 34 [&amp;quot;].&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_SHRUB_COLOR:]||The [[40d:color|color]] of dead shrubs bearing this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
|-&lt;br /&gt;
|[NAME:]||The name of the plant, which is what you see in-game. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[NAME_PLURAL:]||The plural of the plant's in-game name. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[GROWDUR:]||How long the plant takes to grow. A season lasts for a GROWDUR of 1008, and 1 day lasts for a GROWDUR of 12.&lt;br /&gt;
|-&lt;br /&gt;
|[VALUE:]||How much the plant is worth. Usually 2.&lt;br /&gt;
|-&lt;br /&gt;
|[DRINK:]||The name and color of the drink brewed from this plant, in the format name:c:c:c, where c is color.&lt;br /&gt;
|-&lt;br /&gt;
|[DRINKVALUE:]||The value of the drink brewed from this plant.&lt;br /&gt;
|-&lt;br /&gt;
|[MILL:]||The name and color of the item milled from this plant.&lt;br /&gt;
|-&lt;br /&gt;
|[MILL_VALUE]||How much the milled product of this plant is worth.&lt;br /&gt;
|-&lt;br /&gt;
|[MILL_DYE:]||Allows the milled product of this plant to be used as dye, and specifies the dye's [[40d:color|color]].&lt;br /&gt;
|-&lt;br /&gt;
|[COOKABLE_WHEN_MILLED]||Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT:]||The item extracted from this plant and it's color.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACTVALUE:]||The value of the extract.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_BARREL]||The extract is extracted into a barrel.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_VIAL]||The extract is extracted into a vial at the farmer's workshop.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_STILL_VIAL]||The extract is extracted into a vial at a still.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_COOKABLE]||Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
|[LEAVES:]||How many leaves this plant will yield when processed. The leaves are always cookable.&lt;br /&gt;
|-&lt;br /&gt;
|[SEEDNAME:]||The name of the plant's seeds.&lt;br /&gt;
|-&lt;br /&gt;
|[SEED:]||The color of the plant's seeds.&lt;br /&gt;
|-&lt;br /&gt;
|[GENPOWER:]||Use not known, may be obsolete or reference to planned features.&lt;br /&gt;
|-&lt;br /&gt;
|[SPRING]||This plant will grow in spring. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[SUMMER]||This plant will grow during summer. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[AUTUMN]||This plant will grow during autumn. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[WINTER]||This plant will grow during winter. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[FREQUENCY:]||The chance for this plant to be gathered with the herb gathering job.&lt;br /&gt;
|-&lt;br /&gt;
|[CLUSTERSIZE:]||The maximum stack size collected when gathered via herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|[EDIBLE_VERMIN]||Vermin can eat this plant.&lt;br /&gt;
|-&lt;br /&gt;
|[EDIBLE_RAW]||This plant can be eaten raw.&lt;br /&gt;
|-&lt;br /&gt;
|[EDIBLE_WHENCOOKED]||This plant can be eaten cooked but not raw.&lt;br /&gt;
|-&lt;br /&gt;
|[THREAD]||This plant can be woven into thread and therefore cloth.&lt;br /&gt;
|-&lt;br /&gt;
|[BIOME:]||What [[40d:biome tokens|biome]] this plant appears in.&lt;br /&gt;
|-&lt;br /&gt;
|[WET]||This plant appears near water features. Not mutually exclusive with the [DRY] tag.&lt;br /&gt;
|-&lt;br /&gt;
|[DRY]||This plant appears away from water features. Not mutually exclusive with the [WET] tag.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Plant_token&amp;diff=87968</id>
		<title>40d:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Plant_token&amp;diff=87968"/>
		<updated>2010-04-09T12:12:30Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Plants are stored in the matgloss_plant.txt file.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[MATGLOSS_PLANT:]||The first line of the matgloss tells the game what string is used to refer to this particular plant. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[TILE:]||What tile is used for this plant. Either a number, such as 6 [♠] or a letter inside apostrophes, such as ':'. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;. See [[Character table|character table]].&lt;br /&gt;
|-&lt;br /&gt;
|[COLOR:]||The [[40d:color|color]] of the plant. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_TILE:]||What tile is used when the plant has withered. Defaults to 169 [⌐].&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_COLOR:]||The [[color]] of the plant when it has withered. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
|-&lt;br /&gt;
|[SHRUB_TILE:]||What tile is used for shrubs bearing this plant. Defaults to 34 [&amp;quot;].&lt;br /&gt;
|-&lt;br /&gt;
|[SHRUB_COLOR:]||The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_SHRUB_TILE:]||What tile is used for dead shrubs bearing this plant. Defaults to 34 [&amp;quot;].&lt;br /&gt;
|-&lt;br /&gt;
|[DEAD_SHRUB_COLOR:]||The [[color]] of dead shrubs bearing this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
|-&lt;br /&gt;
|[NAME:]||The name of the plant, which is what you see in-game. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[NAME_PLURAL:]||The plural of the plant's in-game name. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[GROWDUR:]||How long the plant takes to grow. A season lasts for a GROWDUR of 1008, and 1 day lasts for a GROWDUR of 12.&lt;br /&gt;
|-&lt;br /&gt;
|[VALUE:]||How much the plant is worth. Usually 2.&lt;br /&gt;
|-&lt;br /&gt;
|[DRINK:]||The name and color of the drink brewed from this plant, in the format name:c:c:c, where c is color.&lt;br /&gt;
|-&lt;br /&gt;
|[DRINKVALUE:]||The value of the drink brewed from this plant.&lt;br /&gt;
|-&lt;br /&gt;
|[MILL:]||The name and color of the item milled from this plant.&lt;br /&gt;
|-&lt;br /&gt;
|[MILL_VALUE]||How much the milled product of this plant is worth.&lt;br /&gt;
|-&lt;br /&gt;
|[MILL_DYE:]||Allows the milled product of this plant to be used as dye, and specifies the dye's [[40d:color|color]].&lt;br /&gt;
|-&lt;br /&gt;
|[COOKABLE_WHEN_MILLED]||Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT:]||The item extracted from this plant and it's color.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACTVALUE:]||The value of the extract.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_BARREL]||The extract is extracted into a barrel.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_VIAL]||The extract is extracted into a vial at the farmer's workshop.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_STILL_VIAL]||The extract is extracted into a vial at a still.&lt;br /&gt;
|-&lt;br /&gt;
|[EXTRACT_COOKABLE]||Self-explanatory.&lt;br /&gt;
|-&lt;br /&gt;
|[LEAVES:]||How many leaves this plant will yield when processed. The leaves are always cookable.&lt;br /&gt;
|-&lt;br /&gt;
|[SEEDNAME:]||The name of the plant's seeds.&lt;br /&gt;
|-&lt;br /&gt;
|[SEED:]||The color of the plant's seeds.&lt;br /&gt;
|-&lt;br /&gt;
|[GENPOWER:]||Use not known, may be obsolete or reference to planned features.&lt;br /&gt;
|-&lt;br /&gt;
|[SPRING]||This plant will grow in spring. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[SUMMER]||This plant will grow during summer. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[AUTUMN]||This plant will grow during autumn. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[WINTER]||This plant will grow during winter. Not mutually exclusive with other season tags.&lt;br /&gt;
|-&lt;br /&gt;
|[FREQUENCY:]||The chance for this plant to be gathered with the herb gathering job.&lt;br /&gt;
|-&lt;br /&gt;
|[CLUSTERSIZE:]||The maximum stack size collected when gathered via herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|[EDIBLE_VERMIN]||Vermin can eat this plant.&lt;br /&gt;
|-&lt;br /&gt;
|[EDIBLE_RAW]||This plant can be eaten raw.&lt;br /&gt;
|-&lt;br /&gt;
|[EDIBLE_WHENCOOKED]||This plant can be eaten cooked but not raw.&lt;br /&gt;
|-&lt;br /&gt;
|[THREAD]||This plant can be woven into thread and therefore cloth.&lt;br /&gt;
|-&lt;br /&gt;
|[BIOME:]||What [[40d:biome tokens|biome]] this plant appears in.&lt;br /&gt;
|-&lt;br /&gt;
|[WET]||This plant appears near water features. Not mutually exclusive with the [DRY] tag.&lt;br /&gt;
|-&lt;br /&gt;
|[DRY]||This plant appears away from water features. Not mutually exclusive with the [WET] tag.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=87964</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=87964"/>
		<updated>2010-04-09T12:10:25Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[40d:Ore|Ore]] of [[40d:iron|iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* Large clusters in [[40d:Sedimentary layer|Sedimentary layer]]s&lt;br /&gt;
|properties =&lt;br /&gt;
* [[40d:Economic stone|Economic stone]]&lt;br /&gt;
* [[40d:Material value|Material value]] 8&lt;br /&gt;
* Contains [[40d:native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[40d:smelter|smelter]] by a dwarf with the [[40d:furnace operating|furnace operating]] labor activated to produce [[40d:iron|iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[40d:hematite|hematite]] and [[40d:limonite|limonite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[40d:native platinum|native platinum]]. It is also the only metal [[40d:ore|ore]] to occur as [[40d:large cluster|large cluster]]s (~750 pieces on average).  Because of its high material value compared to other types of stone that occur in large quantities (and the fact that you're probably going to want to mine it out anyways), magnetite clusters make excellent sites for high-[[40d:Room#Room Quality|value]] rooms.&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see Wikipedia's article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Magnetit.jpg|Magnetite&lt;br /&gt;
File:Lodestone attracting nails.png|Effect on iron nails&lt;br /&gt;
File:Magnetite with iron shavings.jpg|Iron shavings on magnetite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trapper&amp;diff=87963</id>
		<title>40d:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trapper&amp;diff=87963"/>
		<updated>2010-04-09T12:10:09Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| speciality = Trapper&lt;br /&gt;
| profession = [[40d:Ranger|Ranger]]&lt;br /&gt;
| job name   = Trapping&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[40d:Kennel|Kennel]]&lt;br /&gt;
* [[40d:Butcher's shop|Butcher's shop]]&lt;br /&gt;
}}&lt;br /&gt;
Trapping is used to catch [[40d:vermin|vermin]] ([[40d:creatures|creatures]] so small that they are represented by a '.' ). This function is performed at a [[40d:kennel|kennels]] or [[40d:butcher's shop|butcher's shop]], and requires [[40d:animal trap|animal trap]]s (not [[40d:cage|cage]]s).&lt;br /&gt;
&lt;br /&gt;
You can also trap [[40d:animals|animals]] by building a [[40d:trap|trap]] and baiting it.  This is the only way to capture [[40d:river|river]], [[40d:magma|magma]] or [[40d:chasm|chasm]] creatures such as the [[40d:purring maggot|purring maggot]].&lt;br /&gt;
&lt;br /&gt;
Large animals like [[40d:horse|horse]]s or [[40d:groundhog|groundhog]]s can be trapped with a [[40d:Trap#Cage_Trap|cage trap]]. This however does require a [[40d:Mechanic|Mechanic]] for building and reloading the trap, not trapping. A Hauler will bring the filled cage to a [[40d:stockpile|stockpile]].&lt;br /&gt;
&lt;br /&gt;
Experience is not granted when placing an animal trap, but when inserting the bait.&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
Oddly, only [[40d:dwarves|dwarves]] with the Trapping profession enabled can make animal traps at the [[40d:carpenter's workshop|carpenter's workshop]] and [[40d:metalsmith's forge|metalsmith's forge]].  {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Snakeman&amp;diff=87703</id>
		<title>40d:Snakeman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Snakeman&amp;diff=87703"/>
		<updated>2010-04-09T02:37:12Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Snakeman|symbol=s|color={{COLOR:2:0:0}}|wiki=no&lt;br /&gt;
|butcher=no&lt;br /&gt;
|bones=6&lt;br /&gt;
|fat=2&lt;br /&gt;
|skin=Yes&lt;br /&gt;
|skulls=1&lt;br /&gt;
|chunks=6&lt;br /&gt;
|meat=6&lt;br /&gt;
|biome= * Subterranean [[40d:water|water]]}}&lt;br /&gt;
&lt;br /&gt;
'''Snakemen''' (half man, half snake) are amphibious, predatory creatures common in and around [[40d:underground river|underground river]]s and [[40d:underground pool|underground pool]]s. They can always be a serious threat to civilians or even a lone [[40d:military|warrior]] due to their poisonous bite.&lt;br /&gt;
&lt;br /&gt;
Even though snakeman venom is available as an import, there is no way to extract it from snakemen and it has no current use.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAKEMAN]&lt;br /&gt;
	[NAME:snakeman:snakemen:snakeman]&lt;br /&gt;
	[TILE:'s'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[EXTRACT:snakeman venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[EXTRACT_PARALYZE]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:snakeman antivenin:7:0:0:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:6]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING][LISP]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:impressive tails]&lt;br /&gt;
	[BODY:HUMANOID_LEGLESS:TAIL_STANCE:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:MOUTH]&lt;br /&gt;
	[MAXAGE:60:80]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Venom]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Snailman&amp;diff=87702</id>
		<title>40d:Snailman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Snailman&amp;diff=87702"/>
		<updated>2010-04-09T02:36:55Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|wiki=no|name=Snailman|symbol=s|color={{COLOR:7:0:0}}|butcher=no|bones=0|chunks=-|meat=-|fat=-|skulls=0|skin=No|biome=* [[40d:Tropical|Tropical]] moist [[40d:broadleaf|broadleaf]] [[40d:forest|forest]]&lt;br /&gt;
* Any wetland&lt;br /&gt;
}}&lt;br /&gt;
Half man, half snail.&lt;br /&gt;
'''Snailmen''' tend to be in groups, but individually aren't very challenging opponents.&lt;br /&gt;
&lt;br /&gt;
Cannot be [[40d:butcher|butcher]]ed.  Oddly enough, does not have a [[40d:shell|shell]], prefstring notwithstanding.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAILMAN]&lt;br /&gt;
	[NAME:snailman:snailmen:snailman]&lt;br /&gt;
	[TILE:'s'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:2:5]&lt;br /&gt;
	[BENIGN][SAVAGE]&lt;br /&gt;
	[MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:shells]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYESTALKS:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[NOSKULL][NOBONES]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[BIOME:ANY_WETLAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SPEED:1500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=87701</id>
		<title>40d:Meeting hall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=87701"/>
		<updated>2010-04-09T02:36:15Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The '''Meeting Hall''', also known as the ''Great Hall'', is among the most vital parts of any fortress.  It is a designation like a [[40d:Activity zone#Meeting Area|Meeting Area]] where idle dwarves gather, [[40d:Party|parties]] are held (until a [[40d:statue garden|statue garden]] is built), and [[40d:stray|stray]] [[40d:domestic animal|domestic animal]]s congregate.  It is a good idea to site this heavily-trafficked area someplace both safe and convenient to get to.&lt;br /&gt;
&lt;br /&gt;
To have a [[40d:dining room|dining room]] double as a meeting hall; type {{k|q}} -&amp;gt; {{k|h}} on any dining room table.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[40d:Activity zone#Meeting Area|Meeting Area]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=87699</id>
		<title>40d:Gem setter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_setter&amp;diff=87699"/>
		<updated>2010-04-09T02:35:46Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #0f0&lt;br /&gt;
| skill      = Gem Setter&lt;br /&gt;
| speciality = Gem Setter&lt;br /&gt;
| profession = [[40d:Jeweler|Jeweler]]&lt;br /&gt;
| job name   = Gem setting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Encrust ammo with ''gem name''&lt;br /&gt;
* Encrust finished goods with ''gem name''&lt;br /&gt;
* Encrust furniture with ''gem name''&lt;br /&gt;
 | workshop = [[40d:Jeweler's workshop|Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem setter''' is a [[40d:dwarf|dwarf]] with a high profession level in encrusting [[40d:furniture|furniture]], [[40d:Finished goods|finished goods]] and [[40d:ammo|ammo]] with [[40d:gem|gem]]s. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.&lt;br /&gt;
&lt;br /&gt;
Large gems can not be used for setting as they are finished goods.&lt;br /&gt;
&lt;br /&gt;
Note that choosing to encrust a bundle of [[40d:bolt|bolt]]s will create enormous value, as the same materials are used for a whole stack or a single bolt. Some players consider this as cheating.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem_cutter&amp;diff=87698</id>
		<title>40d:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem_cutter&amp;diff=87698"/>
		<updated>2010-04-09T02:35:32Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #6f6&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| speciality = Gem Cutter&lt;br /&gt;
| profession = [[40d:Jeweler|Jeweler]]&lt;br /&gt;
| job name   = Gem cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
 | workshop = [[40d:Jeweler's workshop|Jeweler's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a [[40d:dwarf|dwarf]] whose highest skill is in '''gem cutting'''. (Though if they have they also have a relatively high level [[40d:gem setting|gem setting]] they will have the profession of '''[[40d:jeweler|jeweler]]'''.)  A high level of gem cutting allows a dwarf to cut gems faster, and results in higher quality large [[40d:gem|gem]]s and gem [[40d:craft|craft]]s. The skill of a gem cutter does not affect the amount of gems that are turned into large gems, just the quality of these gems. Roughly one third of all gems cut will result in large gems.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=87697</id>
		<title>40d:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Relationship&amp;diff=87697"/>
		<updated>2010-04-09T02:35:12Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[40d:Dwarves|Dwarves]] (gods, animals) can have '''relationships''' with each other.  This can be viewed by looking at a dwarf's [[40d:profile|profile]].  Making and talking to friends gives happy [[40d:thought|thought]]s while the death of a [[40d:pet|pet]], friend, [[40d:children|child]] or [[40d:marriage|spouse]] gives unhappy ones. &lt;br /&gt;
&lt;br /&gt;
Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarfs from the same [[40d:migrant|migrant]] wave, despite time spent with dwarves from other waves.&lt;br /&gt;
&lt;br /&gt;
The following is a list of known relationships:&lt;br /&gt;
&lt;br /&gt;
*'''Passing Acquaintance'''  &lt;br /&gt;
*'''Long-term Acquaintance'''&lt;br /&gt;
*[[40d:Friend|Friend]]&lt;br /&gt;
*'''Lover'''&lt;br /&gt;
*'''Spouse''' (see also [[40d:marriage|marriage]])&lt;br /&gt;
*'''Parent''' (see also [[40d:child|child]])&lt;br /&gt;
*[[40d:Child|Child]]&lt;br /&gt;
*'''Sibling'''  (see also [[40d:child|child]])&lt;br /&gt;
*[[40d:Grudge|Grudge]]&lt;br /&gt;
*[[40d:Deity|Deity]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' &lt;br /&gt;
&lt;br /&gt;
'''Spouses''' can have '''children''' with each other.&lt;br /&gt;
&lt;br /&gt;
A '''lover''' is like a spouse, although the pair is not [[40d:marriage|married]] and do not share [[40d:bed|bed]]s.  It is unknown if they produce children or not (or if that eventuality causes the marriage.)  Dwarfs seem to be monogamous both as married and non-married couples.&lt;br /&gt;
&lt;br /&gt;
'''Sibling''': if a married couple happens to have multiple children, the relationships between them will be marked as &amp;quot;Older/Younger Sister/Brother&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are several additional special relationship listed for the [[40d:king|king]]/queen and their [[40d:King consort|consort]] and [[40d:advisor|advisor]]. The dwarves listed in these relationships are not present in the [[40d:fortress|fortress]].&lt;br /&gt;
*Uncle/Aunt&lt;br /&gt;
*Cousin&lt;br /&gt;
*Paternal &amp;amp; Maternal Grandparents&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
It is unknown whether [[40d:skill|skill]]s such as [[40d:broker skills|conversationalist]], [[40d:intimidator|intimidator]], [[40d:pacifier|pacifier]], [[40d:comedian|comedian]], [[40d:negotiator|negotiator]], [[40d:flatterer|flatterer]], [[40d:consoler|consoler]], [[40d:persuader|persuader]], or [[40d:judge of intent|judge of intent]] play a role in relationships, but is suspected that dwarves with vastly different [[40d:personality|personalities]] (such as a confident, selfless person vs a nervous-but-arrogant one) will form grudges, while dwarves with similar personalities will form friendships, or even become lovers.&lt;br /&gt;
&lt;br /&gt;
It seems that if a pair of dwarves have a grudge against each other, if Dwarf A is married and decides to throw a party, Dwarf B will not attend.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=87696</id>
		<title>40d:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=87696"/>
		<updated>2010-04-09T02:34:48Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''Road''' is a path of dirt, [[40d:wood|wood]], [[40d:stone|stone]], [[40d:block|blocks]] or bars (metal, soap, etc.). They are used to make paths across the map that make it easier for people and [[40d:wagon|wagon]]s to travel by preventing [[40d:tree|tree]]s from growing underneath them.&lt;br /&gt;
&lt;br /&gt;
Three kinds of roads can be made:&lt;br /&gt;
&lt;br /&gt;
* Dirt roads can only be built on top of soil, and any plant life (grass, shrubs, or trees) will soon grow back.&lt;br /&gt;
* Rough road can be made with regular stone, it will be the [[40d:color|color]] of the first [[40d:material|material]] used.&lt;br /&gt;
* Smooth roads can be made of any kind of block or bar.&lt;br /&gt;
&lt;br /&gt;
Other buildings, including [[40d:trap|trap]]s, cannot be built on top of a road.&lt;br /&gt;
&lt;br /&gt;
A road is not strictly necessary for the wagons to reach your [[40d:trade depot|trade depot]], as wagons can travel across most surfaces, including [[40d:ramp|ramp]]s, as long as [[40d:boulder|boulder]]s and trees have been removed from their route. Since boulders do not reappear, roads are typically only beneficial when built over soil areas where trees would grow; paved roads built over stone are purely decorative.&lt;br /&gt;
&lt;br /&gt;
If you have discovered an [[40d:underground river|underground river]] or underground pool, it may be wise to pave the floors of any underground water channels, lest [[40d:tower-cap|tower-cap]]s sprout and block the flow of water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Select {{key|b}} for build, followed by {{key|o}} or {{key|O}} depending on if you want a paved or unpaved road. Use keys {{key|h}},{{key|m}},{{key|u}} or {{key|k}} to adjust the height and width of the road.  The number of materials required for a section of road is 1 + area/4, rounded down, where ''area'' is the number of tiles occupied by the road, including obstructed tiles. Roads may be built on constructed floors, shrubs and the top of walls the level below, but not boulders, trees, ramps or open spaces.  Obstructions will not prevent the road from being built (unless they split the road into multiple disconnected segments), though removing the obstructions afterwards will leave holes in the road.&lt;br /&gt;
&lt;br /&gt;
Paved roads must be designed by an [[40d:architect|architect]] before they can be built, though no labor is required for actual construction - as such, the architect will typically construct the road immediately after designing it. Though construction does not require a labor assignment, the dwarf performing the construction will still receive experience based on the material used.&lt;br /&gt;
&lt;br /&gt;
Roads are one of the few features that can be built all the way to the map edge.&lt;br /&gt;
&lt;br /&gt;
==== Training in the Blacksmithing skill ====&lt;br /&gt;
&lt;br /&gt;
Roads built of metal [[40d:bar|bar]]s utilize the [[40d:blacksmith|blacksmith]]ing skill. Also, when roads are demolished they return all the materials used to build them (no loss). It therefore possible to build metal roads, demolish them (at no loss of metal) and then rebuild them repeatedly.  The dwarf will get experience as if he is creating metal furniture. To some this is an [[40d:exploit|exploit]].&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
&lt;br /&gt;
Press {{key|q}} to access room actions then select the road you want to remove. Press {{key|x}} to remove the road - it is the only available action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen roads ==&lt;br /&gt;
Worldgen roads (that you see on the map) aren't built as roads; stone roads are made of block floors and dirt roads are simply dirt. They are seven tiles wide (wide enough, incidentally, for a wagon to just fit on a diagonal one, since diagonal ones are seven tiles across in each orthogonal direction; only 7/sqrt(2) = 4.9 across, and a wagon is 3*sqrt(2) = 4.2 tiles across diagonally). Ramps go directly across the road when they have to connect Z-levels, rather than following the terrain. The fill around level changes seems to be made of natural material rather than constructed. Bridges are made of floors (a wood log bridge has been observed on a stone block road) with walls at the sides - ramps at the ends of each wall allowing you to walk on top of them. There is fill in the river allowing a uniform 3-tile-long approach. (that is, there are three tiles of bridge on the ground before being over water). Worldgen tunnels (Dwarf and Goblin roads) are similar; with bridges over chasms. Tunnels are reachable from a staircase and narrow passageway at the lowest level of a mountain hall, or from a basement level in a tower in a dark fortress. You cannot {{key|T}}ravel while in a tunnel.&lt;br /&gt;
&lt;br /&gt;
== Road value ==&lt;br /&gt;
Dirt roads have no value/quality as they are just trampled soil and are not counted as a building. All paved roads have a set value calculated based upon the material and [[40d:architect|architect]] skill level of the dwarf constructing the road. To calculate the value of a paved road, simply add up the material values of all the components used and multiply by the overall [[40d:item quality|quality]] of the road as indicated in the [[40d:building list|building list]].&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economic_stone&amp;diff=87695</id>
		<title>40d:Economic stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economic_stone&amp;diff=87695"/>
		<updated>2010-04-09T02:34:14Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Economic [[40d:stone|stone]]s have special uses as [[40d:ore|ore]], [[40d:fuel|fuel]] or [[40d:flux|flux]], or other uses like making special items. In technical terms, an economic stone is any stone which can be used as a reagent in any form of [[40d:reaction|reaction]]. [[40d:Obsidian|Obsidian]] is an exception, having been made an economic stone even though it is not used in any reaction - its specialty is that it can be used to craft swords.  &lt;br /&gt;
&lt;br /&gt;
:''(In the same vein, [[40d:bauxite|bauxite]] is unique as a material for [[40d:magma-safe|magma-safe]] [[40d:mechanism|mechanisms]], but, oddly, is '''not''' listed with in the economic stones menu as of version 40d, and so cannot be controlled in a similar fashion.)''&lt;br /&gt;
&lt;br /&gt;
You can use the {{K|z}}&amp;amp;nbsp;:&amp;amp;nbsp;&amp;lt;tt&amp;gt;Stone&amp;lt;/tt&amp;gt; menu to restrict or un-restrict their use in the production of items and buildings.  If you want to use an economic stone for something other than its listed uses, the stone must be ''green'' in that menu.  This is critical when making a [[40d:native aluminum|native aluminum]] [[40d:statue|statue]], or preventing your [[40d:mason|mason]]s from making [[40d:furniture|furniture]] out of all your [[40d:flux|flux]] stone.&lt;br /&gt;
&lt;br /&gt;
The [[Status#Stone_Status_Screen|z-Status: Stone]] menu will also show what each stone can be used for -- useful when you are wondering what to do with a pile of [[40d:tetrahedrite|tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
::''This is a list of non-ore stones only; see [[40d:ore|ore]], or the article on that specific material, for more information.''&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Found in !! Size of deposit !! Use !! Value !! Graphic&lt;br /&gt;
|-&lt;br /&gt;
|[[40d:Calcite|Calcite]]||Limestone, Marble||Small [[40d:cluster|cluster]]s||[[40d:Flux|Flux]]||2|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|&amp;quot;|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Chalk]]||[[:Category:Sedimentary Stone Layers|Sedimentary]] Layer||Full [[40d:Layer|Layer]]s||[[40d:Flux|Flux]]||2|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|░|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolomite]]||[[:Category:Sedimentary Stone Layers|Sedimentary]] Layer||Full [[40d:Layer|Layer]]s||[[40d:Flux|Flux]]||2|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|`|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||[[:Category:Sedimentary Stone Layers|Sedimentary]] Layer||Full [[40d:Layer|Layer]]s||[[40d:Flux|Flux]]||2|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|▓|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||[[:Category:Metamorphic Stone Layers|Metamorphic]] Layer||Full [[40d:Layer|Layer]]s||[[40d:Flux|Flux]]||2|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|▓|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Obsidian]]||[[:Category:Igneous Extrusive Stone Layers|Igneous extrusive]]||Full [[40d:Layer|Layer]]s||[[40d:Dwarven_weapon#Stone_short_sword|Short swords]]||3|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|▒|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bituminous coal]]||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||[[40d:Vein|Vein]]s||3 [[40d:Coke|Coke]]||1|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|☼|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||[[40d:Vein|Vein]]s||2 [[40d:Coke|Coke]]||1|| bgcolor=&amp;quot;#000000&amp;quot; | {{Raw Tile|*|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Core_components&amp;diff=87694</id>
		<title>40d:Core components</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Core_components&amp;diff=87694"/>
		<updated>2010-04-09T02:33:58Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This is a list of the current unfinished core components being developed for the game.&lt;br /&gt;
&lt;br /&gt;
1. '''[[caravans|CARAVANS]]''': Use resource tracking and the [[40d:adventurer|adventurer]] travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf [[40d:fortress|fortress]], although it's possible they could be abstracted a bit if they are too numerous.&lt;br /&gt;
&lt;br /&gt;
2. '''ENEMY PETS''': Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.&lt;br /&gt;
&lt;br /&gt;
3. '''MAGIC''': There are no specific decisions nailed down yet, although we've thought about it a lot. It's probably best to go for a very general system here, as in the first Armok attempt. Then the world generator and entities can decide what they want to use from what's available. Early efforts might be to make dwarven artifacts more interesting and to increase the power and variability of enemy leaders, rather than focusing on traditional spell-casting adventurers.&lt;br /&gt;
&lt;br /&gt;
4. '''TUTORIALS''': Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.&lt;br /&gt;
&lt;br /&gt;
5. '''SOUND''': Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.&lt;br /&gt;
&lt;br /&gt;
6. '''ADVISORS''': Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.&lt;br /&gt;
&lt;br /&gt;
7. '''ADVENTURER PARTIES''': Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option.&lt;br /&gt;
&lt;br /&gt;
8. '''OVERLAND ARMIES ATTACKS''': The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default).&lt;br /&gt;
&lt;br /&gt;
9. '''BARONY''': Once you get a baron, you'll be able to send out armies. Since your population will be reasonably small, these are more like patrols. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions.&lt;br /&gt;
&lt;br /&gt;
10. '''COUNTY''': When you get a count, you'll get a large group of migrants that start a community outside your fortress on the world map. You can interact with these group in many ways&lt;br /&gt;
&lt;br /&gt;
11. '''DUCHY''': An extension of the county, receiving a duke would increase your population, outside infrastructure and interaction with the world.&lt;br /&gt;
&lt;br /&gt;
12. '''KINGDOM''': If you manage to get the king, you should obtain control of the corresponding dwarven civilization. This includes the movement of all dwarven armies on the map, to the extent that you can send orders to them.&lt;br /&gt;
&lt;br /&gt;
13. '''SERVING THE KING''': Once you have an outside village (or even before), you could receive orders from the king to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.&lt;br /&gt;
&lt;br /&gt;
14. '''DWARF RAIDS''': If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
15. '''BURROWS''': You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.&lt;br /&gt;
&lt;br /&gt;
16. '''PRODUCTION TRACKING AND HISTORY TRIGGERS''': The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. Any changes could be applied to the site file retroactively when it is loaded (the same is true of damage from wars and so on). Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site. Past production can also be stored (especially from your own dwarf fortresses and these facts can be referenced in the legends and art work. However, your own fortress facts could be hidden, forcing you to find the information with adventurers. When you enter a fortress, each hidden historical event and fact could be associated to one or more triggers, such as the produced objects, diaries, etc. It can also track facts about artisans in a similar fashion. Other facts like the number of executions, population break-down, amount of mining and so on could all be referenced.&lt;br /&gt;
&lt;br /&gt;
17. '''[[Creatures|MONSTERS]]''': Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.&lt;br /&gt;
&lt;br /&gt;
18. '''TOWN, ITEMS''': Basic items around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols.&lt;br /&gt;
&lt;br /&gt;
19. '''TOWN, IMPORTANT LOCATIONS''': Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay.&lt;br /&gt;
&lt;br /&gt;
20. '''CIVILIZATIONS AT WAR''': Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations.&lt;br /&gt;
&lt;br /&gt;
21. '''[[military|ARMY]] BATTLES''': Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it.&lt;br /&gt;
&lt;br /&gt;
22. '''CLEANING HISTORY''': Unimportant dead historical figures should be abstracted away to save space.&lt;br /&gt;
&lt;br /&gt;
23. '''[[tilesets|TILESET]] SUPPORT''': Allow graphical tiles to be used for all game objects.&lt;br /&gt;
&lt;br /&gt;
24. '''SIZEABLE GAME WINDOW''': Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.&lt;br /&gt;
&lt;br /&gt;
25. '''INTERFACE OVERHAUL''': A coherent interface, additional options and mouse support.&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=87692</id>
		<title>40d:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=87692"/>
		<updated>2010-04-09T02:33:37Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Tax Collector&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Modest Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=None&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Fort needs to be [[40d:barony|barony]]&lt;br /&gt;
* Unknown{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Manage economy&lt;br /&gt;
}}&lt;br /&gt;
The '''Tax Collector''' will sometimes collect taxes from the [[40d:dwarves|dwarves]]. These taxes are supposed to go to the nobles, as the Tax Collector gets a happy [[40d:thought|thought]] for pleasing a noble when doing so. He will usually be escorted by a [[40d:Fortress guard|Royal Guard]] when doing his job.&lt;br /&gt;
&lt;br /&gt;
The trigger for the arrival of the Tax Collector is unknown{{verify}}, but it's not the minting of [[40d:coins|coins]]; possibly created or exported wealth. He often arrives at the same time as the [[40d:baron|baron]]. &lt;br /&gt;
&lt;br /&gt;
The Tax Collector will also make [[40d:mandate|mandate]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trifle_pewter&amp;diff=87570</id>
		<title>40d:Trifle pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trifle_pewter&amp;diff=87570"/>
		<updated>2010-04-08T23:58:50Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Alloy|name=Trifle pewter|color=#CCC|bgcolor=#088|color1=#CCC|color2=#880&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[40d:tin|tin]] [[40d:bar|bar]]s&lt;br /&gt;
* 1 [[40d:copper|copper]] [[40d:bar|bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 2 [[40d:cassiterite|cassiterite]]&lt;br /&gt;
* 1 [[40d:copper|copper]] [[40d:ore|ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[40d:Material value|Material value]] 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trifle Pewter''' is an [[alloy]]. It must be smelted at a [[Smelter]] with either of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*2x [[40d:Tin|Tin]] + [[40d:Copper|Copper]] (bars)&lt;br /&gt;
*2x [[40d:Cassiterite|Cassiterite]] + 1 [[40d:copper|copper]] [[40d:ore|ore]] (like [[40d:malachite|malachite]])&lt;br /&gt;
&lt;br /&gt;
Trifle pewter has a base value of 4, making it better for objects of wealth than its ingredients, whose base values are merely 2.  However, it is actually not recommended in this regard because [[40d:fine pewter|fine pewter]] and [[40d:bronze|bronze]] use the same ingredients (with different formulae), but have base values of 5.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]}}&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=87569</id>
		<title>40d:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=87569"/>
		<updated>2010-04-08T23:58:33Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Troglodyte|symbol=t|color={{COLOR:6:0:0}}|butcher=no|bones=6|fat=3|skin=1|skulls=1|chunks=6|meat=6|biome=* [[40d:Chasm|Chasm]]|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Troglodytes''' are common [[40d:creatures|creatures]] that live in [[40d:underground|underground]] [[40d:chasm|chasm]]s and [[40d:cave|cave]]s in tribes of 5 to 10. Being the size of a [[40d:dwarf|dwarf]], they are not very dangerous to [[40d:miner|miner]]s or trained [[40d:military|military]] dwarves. Given the chance, however, they will threaten civilian dwarves, interrupting their work and chasing single dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROGLODYTE]&lt;br /&gt;
	[NAME:troglodyte:troglodytes:troglodyte]&lt;br /&gt;
	[TILE:'t'][COLOR:6:0:0]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:100][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SLOW_LEARNER]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grunts]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[MAXAGE:45:90]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=87567</id>
		<title>40d:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=87567"/>
		<updated>2010-04-08T23:58:08Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf will go '''unconscious''' for a variety of reasons.  When a [[40d:Dwarf|Dwarf]] or other animal is caught by a dust cloud from a collapsing roof or sustains serious enough injuries, it will fall unconscious. This means that the animal or Dwarf cannot move or enter combat. It is vulnerable to attacks. The most common source of a dwarf being unconscious is that they are sleeping. &lt;br /&gt;
&lt;br /&gt;
Any unconscious creature has the &amp;quot;unconscious&amp;quot; label listed at the top right of their {{k|w}}ounds menu (as seen when {{k|v}}iewing them).  Although this is shown next to &amp;quot;upper body&amp;quot;, it is separate from that location, and applies to the general creature itself (This also applies to other labels in that column like &amp;quot;thirsty&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
An unconscious dwarf may need to be carried back to a [[40d:bed|bed]] by a conscious dwarf with the [[40d:Health care|Health care]] [[40d:labor|labor]] enabled.  (Animals require the [[40d:animal care|animal care]] labor.) If the dwarf or animal was injured in combat it will require food and water until its [[40d:wound|wound]]s have healed. &lt;br /&gt;
&lt;br /&gt;
Unconscious dwarfs cancel any job orders they are currently attempting to fill, with the sole exception of a [[40d:Strange mood|Strange mood]].&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[40d:trap|trap]]s will activate for any unconscious entity.&lt;br /&gt;
&lt;br /&gt;
If a dwarf seems to continually go unconscious, it most likely has a wound to its head, an eye, or other organ. View that dwarf, and see their {{k|w}}ounds menu - use the {{k|+}} &amp;amp; {{k|-}} keys to scroll up/down to check areas not usually listed.&lt;br /&gt;
&lt;br /&gt;
Dwarves dislike being knocked unconscious. This &amp;quot;dislike&amp;quot; is thought to be caused by the results of drool dampening their beards. The moisture often causes mold due to the high amount of left over food dwarves store in their beards. As well as speeding the rot of stored fish in the case of fisherdwarves.&lt;br /&gt;
&lt;br /&gt;
'''See also''': [[40d:wounds|wounds]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_care&amp;diff=87565</id>
		<title>40d:Animal care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_care&amp;diff=87565"/>
		<updated>2010-04-08T23:57:26Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: Redirected page to 40d:Animal caretaker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Animal caretaker]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=87563</id>
		<title>40d:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=87563"/>
		<updated>2010-04-08T23:56:37Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Underground rivers''' occur in almost every region with a [[40d:mountain|mountain]] biome, similar to the appearance patterns of [[40d:adamantine|adamantine]].&lt;br /&gt;
&lt;br /&gt;
On maps without a river, brook,  any underground [[40d:soil|soil]] or aboveground plants to gather (so you can therefore get their seeds and begin [[40d:farming|farming]] aboveground) these can be a blessing since they provide water for muddying tiles (allowing both farming and [[40d:plant gathering|plant gathering]] underground), but on others they can be a hindrance, because you have to dig around them.&lt;br /&gt;
&lt;br /&gt;
An underground river (or an [[40d:underground pool|underground pool]]) also allows you to build an underground [[40d:tree farm|tree farm]], which is handy and safe on maps without trees or with dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
The underground river is populated with [[40d:frogman|frogmen]], [[40d:lizardman|lizardmen]], [[40d:snakeman|snakemen]], [[40d:olmman|olmmen]], [[40d:cave crocodile|cave crocodile]]s, [[40d:giant toad|giant toad]]s, [[40d:giant olm|giant olm]]s, and [[40d:mud man|mud men]]. These can interrupt the work of any [[40d:dwarf|dwarf]] within line of sight, and can thus be a real nuisance.&lt;br /&gt;
&lt;br /&gt;
[[40d:Cave spider|Cave spider]]s are a type of [[40d:vermin|vermin]] that occurs near underground rivers. They leave small webs strewn around, which can be collected for [[40d:silk|silk]] [[40d:Weaver|weaving]].&lt;br /&gt;
&lt;br /&gt;
The [[40d:water|water]] sources for an underground river, if they are present on your map, are [[40d:waterfall|waterfall]] tiles &amp;quot;from nowhere&amp;quot;. Correspondingly, an underground river will terminate in a waterfall that drops into a chasm at the bottom of the map.&lt;br /&gt;
&lt;br /&gt;
Underground rivers are 2 to 5 tiles wide and while they often flow in a straight line, they can twist and turn across the entire map, spanning multiple levels.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=87562</id>
		<title>40d:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=87562"/>
		<updated>2010-04-08T23:56:22Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
There are several mechanisms at work that try to simulate '''water pressure''' in game. While on the whole amazingly accurate, there are several unexpected quirks concerning speed and displacement. Never think you are on the safe side, especially when trying to trick the game.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum outlines in detail what is known of the in-game fluid mechanics from player testing.&lt;br /&gt;
&lt;br /&gt;
==Hydrostatic water pressure==&lt;br /&gt;
Dwarf Fortress attempts to replicate [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic water pressure].&lt;br /&gt;
&lt;br /&gt;
This is probably one of the most prominent components, as Toady discussed it at length in an interview with [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10 gamasutra].&lt;br /&gt;
&lt;br /&gt;
In layman's terms, if you have a body of water that is higher than an open space below it (such as a tall tower full of water and a hose from it, or a [[40d:lake|lake]] over a mine), and an open route between them, then the water at the lowest [[40d:z-level|z-level]] will be 'pressed' by the weight of the water above it. &lt;br /&gt;
&lt;br /&gt;
As a simple model, think of a pipe shaped like a &amp;quot;J&amp;quot;. If you pour water in the taller end of the pipe, it will come &amp;quot;up&amp;quot; out of the lower end until the water levels on both sides are equal.  If you put your thumb over the lower end and fill the taller end, then release your thumb, the water will move with remarkable speed, and water will continue to come &amp;quot;up&amp;quot; out that lower end until all the water in the taller part is at the same level as the lower part.  This is one part of Dwarf Fortress &amp;quot;water pressure&amp;quot; -  that if the source is higher, water can come up [[40d:stair|stair]]s, up [[40d:ramp|ramp]]s, and over [[40d:channel|channel]], and will continue flowing until it runs out of space or runs out of water above it.&lt;br /&gt;
&lt;br /&gt;
Note that DF water pressure does not ''exactly'' match natural hydrostatic water pressure - it fills to a [[40d:z-level|z-level]] ''one level lower'' than the source.  (This is for reasons of CPU time-saving, as stated by [[Toady]]; the game stops not when all ends of the system are on the same level, but when the far levels are one-lower than the source.) The above behaviour does only apply to finite water sources like murky pools, artificially created reservoirs and any body of water connected to an infinite water source only diagonally. More to the point, it applies always, but is in many cases not the final mechanism causing equilibrium.&lt;br /&gt;
&lt;br /&gt;
== Pressure from infinite water sources ==&lt;br /&gt;
Different from the above, a river that pushes water into a tunnel system will fill it up to the z-level of the river itself, but not higher (again, unless only connected by diagonal flow, see below).&lt;br /&gt;
&lt;br /&gt;
When the water source is a [[40d:river|river]] which is allowed to drain off the edge of the map, the final Z-level will never fill - however, if a [[40d:dam|dam]] prevents the river from draining, it will continue to fill up to its own Z-level.&lt;br /&gt;
&lt;br /&gt;
== Other/Missing mechanisms==&lt;br /&gt;
Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Unless pumped, magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds).&lt;br /&gt;
&lt;br /&gt;
As can be expected, if water is continuously pushed into a room, either by an unlimited water source like a river or by means of a [[40d:pump|pump]], the water will not stop when the room is filled, but search for an outlet, even on higher z-levels. If there is an outlet, but it can not take all the water coming in, the water will look for further outlets. &lt;br /&gt;
&lt;br /&gt;
It's possible for dwarf-built [[40d:pump|pump]]s to pick liquid up and lift it higher, possibly back to the source and thus creating a closed cycle. Beware that operating pumps obey the same pressure rules as infinite water sources, capable of pushing both water '''and''' magma down through tunnels and back up to the original Z-level of the pump's output tile.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
It is easy to flood your fortress accidentally by not accounting for water pressure. For example:&lt;br /&gt;
* It is safe to dig out a [[40d:cistern|cistern]] one level below a murky pool, and to channel above a few tiles of the [[40d:cistern|cistern]] so that your dwarves can get water from it without having to go outside.&lt;br /&gt;
* It is safe to refill a murky pool with water from a pump or brook/river/etc on the same level.&lt;br /&gt;
* It is not safe to do both to the same pool! The water from the pump/brook/river/whatever will fill the pool to 7/7, and will then pressurize the water in the [[40d:cistern|cistern]], which will then flow up out of your channels and flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern.  If you tap river section ''downstream'' from a waterfall, the water will be under additional pressure as it is coming from above the river's surface. It is absolutely critical to reduce the pressure in such a system if you do not wish flooding, the easiest way being diverting the water diagonally - although if used solely for a complex drowning trap or other purpose, flooding may be desirable.&lt;br /&gt;
&lt;br /&gt;
== Mitigating dangers ==&lt;br /&gt;
=====Diagonal Flow=====&lt;br /&gt;
Obviously the game treats water connected only by a diagonal tile as ''not'' connected in terms of &amp;quot;pressure&amp;quot; but ''only'' in terms of &amp;quot;diffusion&amp;quot;. A common adaption of this behaviour is feeding water through a diagonal tile &amp;quot;to take the pressure out&amp;quot;:  &lt;br /&gt;
&lt;br /&gt;
Pressure cannot push water through diagonal gaps between tiles - instead, it will merely flow through if the water level on the other side is low enough.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ######&lt;br /&gt;
         #########&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;########&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&amp;gt;''' &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&amp;gt;'''&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ###########&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#########&lt;br /&gt;
                   ###&amp;lt;br /&amp;gt;&lt;br /&gt;
  # = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
A result of this is that a tunnel system that spans several z-levels, but is connected to a river only by a diagonal tile, will fill only to one z-level lower than the river, but if an orthogonal connection is created, it will fill up another level. &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of flow after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
=====Hatches=====&lt;br /&gt;
[[40d:Hatch|Hatch]]es can be placed over [[40d:channel|channel]]s, [[40d:stair|stair]]s, [[40d:ramp|ramp]]s etc to prevent [[40d:water|water]] moving vertically but still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
=====Pumps=====&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be [[40d:power|power]]ed instead of [[40d:pump operator|run by a dwarf]], as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical [[40d:axle|axle]]s or gear assemblies need to be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also [[40d:Power#Power transfer|transfer power]] between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water      Key&lt;br /&gt;
       ↓    ↓↓↓↓↓      # = Normal wall&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___#&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 #&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 #######&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 ########&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;#######      _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the water output from the screw pump '''will''' be pressurized according to the &amp;quot;infinite water source&amp;quot; behavior, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
== Overall behavior ==&lt;br /&gt;
&lt;br /&gt;
* If a tile contains water which is floating on top of another tile of 7/7 water (and apparently only if there is no water above it{{verify}}), the water in the upper Z-level will be pushed downward and moved to the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the Z-level just below the top. Each tile of liquid performs this check once every few steps. This type of pressure applies only to water, and is what causes large bodies of water multiple Z-levels deep to rapidly drain when opened.&lt;br /&gt;
* If a liquid source (river/brook source, underground river waterfall tile, map edge, or [[40d:screw pump|screw pump]] output) attempts to create liquid in its output tile but cannot due to it being full already, the liquid will be created in the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the ''same'' Z-level as the source. This applies to both water and magma, and can be observed by damming a river.&lt;br /&gt;
* Liquids adjacent (both orthogonally and diagonally) to non-full tiles will flow into them and average their depths, pushing lightweight objects and creating flow (which will power [[40d:water wheel|water wheel]]s) if the depth difference was 2 or more.&lt;br /&gt;
&lt;br /&gt;
See [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9] and [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10] for more info from Toady.&lt;br /&gt;
&lt;br /&gt;
===Movies of pressure experiments===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-283-grandwaterpressureexperiment] - Showing that pumps output 0-pressure water even from a high-pressure source, that water will not flow up and to the side at the same time (has to flow straight up), and a few other things&lt;br /&gt;
* [http://mkv25.net/dfma/movie-284-firstwaterpressureexperimentreproduced] - Showing that pressure is not transmitted through non-7/7 tiles.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-285-waterpressureinriverexperiment] - Pump turned into infinite water generator, but still provided useful information on how overpressure causes upward flooding. The infinite water generation behavior has since been fixed.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-288-waterpressureexperiment4] - Uses three pumps connected to different tunnel layouts to test a few of these rules: One tunnel has three accessible z-levels. The second tunnel has one accessible z level and periodic shafts up. The third has only one accessible z level with no shafts. The bottom level of all three filled first, and the shafts did not fill until the bottom was filled. The second level of the three-high tunnel did not begin filling until the first was full. They did not all fill the bottom at once, but this is believed to be due to the order in which their pumps are placed on the river.&lt;br /&gt;
&lt;br /&gt;
===Possible future experiments===&lt;br /&gt;
* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel.&lt;br /&gt;
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens.&lt;br /&gt;
* Determine how much &amp;quot;drainage&amp;quot; is required to handle the output of a single, fully flowing pump.&lt;br /&gt;
* Confirm whether water &amp;quot;flow&amp;quot; is slowed by diagonal vs. [[40d:orthogonal|orthogonal]] passages.  Develop some numbers for portioning water flow into smaller amounts, that can be handled by single-tile sized drains.&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* [[40d:flow|flow]]&lt;br /&gt;
:* [[40d:flood|flood]]ing&lt;br /&gt;
:* [[40d:magma|magma]]&lt;br /&gt;
:* [[40d:water|water]]&lt;br /&gt;
:* [[40d:pump|pump]]&lt;br /&gt;
:* [[40d:fun|fun]]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=87559</id>
		<title>40d:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=87559"/>
		<updated>2010-04-08T23:55:01Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Waterfall.png|frame|A waterfall on a brook, seen from the top and bottom. Notice water &amp;quot;piling up&amp;quot; at the bottom: the brook itself is one level below the layer of water visible here.]]&lt;br /&gt;
&lt;br /&gt;
=Natural waterfalls=&lt;br /&gt;
'''Waterfalls''' can be found often in [[40d:mountain|mountain]]s. To locate them in the region map, check for [[40d:river|river]]s that cross tall [[40d:cliff|cliff]]s. &lt;br /&gt;
&lt;br /&gt;
Waterfalls, like any other falling [[water]], generate [[mist]]. Mist gives your dwarves happy [[thought]]s: &amp;quot;He was comforted by a lovely waterfall lately.&amp;quot; Mist makes [[40d:dwarves|dwarves]] happy even if it's just from water cascading down a [[40d:stair|stair]]way, which in real life might be more of a cause for alarm. Note that dwarves must touch the mist to get the happy thought from a waterfall, just being near or seeing a waterfall will not generate a thought.&lt;br /&gt;
&lt;br /&gt;
If it's cold enough for water to freeze, the waterfall will freeze as well, forming a partial wall.&lt;br /&gt;
&lt;br /&gt;
== [[40d:Water pressure|Water pressure]] within waterfalls==&lt;br /&gt;
Water that falls from above will exert [[40d:pressure|pressure]] against the water already present at the bottom of the waterfall, which can cause channels dug after a waterfall to overflow. In order to prevent flooding, adequate drainage must be present, either in the form of a chasm (or bottomless pit) or a sufficiently wide gap at the edge of the map.&lt;br /&gt;
&lt;br /&gt;
Waterfalls can be used to drive water through a fort with nothing but gravity power: just push it through whatever [[40d:channel|channel]]s you desire and back out the cliff side (or other suitable drain) when it's done its course.&lt;br /&gt;
&lt;br /&gt;
= Artificial waterfall =&lt;br /&gt;
By creating a stream of falling water with screw pumps or making use of a river or brook higher up (this is more difficult, mostly because you have to get rid of the water on the other end), you can engineer a waterfall to take advantage of the happiness it causes. Such waterfalls can become highly complex indeed. &lt;br /&gt;
&lt;br /&gt;
Placing such a device is most useful in crowded areas, such as your dining hall or a main hallway/stairway that all your dwarves pass through.&lt;br /&gt;
&lt;br /&gt;
If your map has a chasm, consider building a sewage system that runs into the chasm, this way you can simply build a channel from a river to a specific area within your fortress and then have the water pour into the chasm.  If you are feeling creative, create running water outlets across your fortress, all which run into your sewer system.&lt;br /&gt;
&lt;br /&gt;
== Design example (see pic at right) ==&lt;br /&gt;
 Note: This example is verified to work in {{version|0.28.181.40d}}&lt;br /&gt;
 '''('''Causes a mess of water though, as seen [http://mkv25.net/dfma/movie-1566-howtomakewaterfalls Here at DFMA]''')'''&lt;br /&gt;
&lt;br /&gt;
[[File:Simple_waterfall.jpg|thumb|right|A simple artificial waterfall, water position before starting pump]]&lt;br /&gt;
&lt;br /&gt;
You need three [[40d:z-level|z-level]]s to do this. On the bottom is the [[40d:reservoir|reservoir]] of water. The middle layer is the [[40d:screw pump|screw pump]] and the &amp;quot;[[40d:meeting hall|meeting hall]]&amp;quot; where your dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole though the ceiling of the meeting hall. Under this hole is a [[40d:grate|grate]] that connects  to the reservoir. &lt;br /&gt;
&lt;br /&gt;
The pump pulls water out the reservoir and pushes it up above the meeting hall. The water falls down through the grate, back into the reservoir. &lt;br /&gt;
&lt;br /&gt;
A more complicated Dwarven waterfall can be seen [http://mkv25.net/dfma/movie-193-artificalwaterfall here], at DFMA, in movie form. A mistake to note: Water is hitting the side of the bridges, which splashes the water around and can knock dwarves in.&lt;br /&gt;
&lt;br /&gt;
=See  also=&lt;br /&gt;
&lt;br /&gt;
[[40d:Water pressure|Water pressure]]&lt;br /&gt;
&lt;br /&gt;
[[40d:Mist|Mist]]&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[category:world]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=87557</id>
		<title>40d:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=87557"/>
		<updated>2010-04-08T23:54:44Z</updated>

		<summary type="html">&lt;p&gt;Andrewas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Waterskins''' are made at a [[40d:Leather works|Leather works]] from any form of [[40d:leather|leather]].  3 waterskins are produced for every 1 piece of leather used, much like [[40d:goblet|goblet]]s.  So don't make the mistake of ordering the production of 15 waterskins for your military or you'll end up with 45 of them in total.  [[40d:Soldier|Soldier]]s can be ordered to carry [[40d:water|water]] using their waterskins from their specific squad menu.  This is useful because they will not have to leave their post to get a drink for an extended period of time.  This can also be bad because they will only fill their skin with water, and eventually will become unhappy due to [[40d:alcohol|alcohol]] deprivation. When filling a waterskin a soldier or a hunter will always fill it to the level of 3 units of water. &lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but &lt;br /&gt;
doesn't quench thirst nor melt from this action.&lt;br /&gt;
&lt;br /&gt;
Waterskins are stored as in Finished Goods [[40d:stockpile|stockpile]]s as [[40d:flask|flask]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Andrewas</name></author>
	</entry>
</feed>