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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Desistance</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=Desistance"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Desistance"/>
	<updated>2026-04-06T06:16:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Press_cake&amp;diff=304548</id>
		<title>Press cake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Press_cake&amp;diff=304548"/>
		<updated>2024-11-25T05:03:54Z</updated>

		<summary type="html">&lt;p&gt;Desistance: it's up-to-date at least&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:sesame_press_cake.jpg|thumb|290px|right|Press cakes and pomace, like this sesame seed press cake, are generally not edible as-is in real life.]]&lt;br /&gt;
A '''press cake''' is a type of [[glob]], a low-value [[food]] item [[screw_press|pressed]] from an [[oil]]-producing [[seed]] or [[fruit|olive]] at a rate of one press cake per unit of oil.  It is a by-product of the pressing process, consisting of the leftover solids from the base material. Unlike most similar byproducts of oil pressing in real life, press cakes are edible. &lt;br /&gt;
&lt;br /&gt;
Press cakes can be used in the [[kitchen]] when 'prepare meal' tasks are queued, if they are enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. They are stored in a [[Stockpile#Food|food stockpile]] as &amp;quot;pressed material.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Press cake-producing crops ==&lt;br /&gt;
&lt;br /&gt;
The following crops produce materials that can be pressed into [[oil]] and press cakes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant Name&lt;br /&gt;
! Underground?&lt;br /&gt;
! Press Cake Name&lt;br /&gt;
! Press Cake Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|Yes&lt;br /&gt;
|rock nut press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]]&lt;br /&gt;
|No&lt;br /&gt;
|cotton seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]]&lt;br /&gt;
|No&lt;br /&gt;
|flax seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]]&lt;br /&gt;
|No&lt;br /&gt;
|hemp seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]]&lt;br /&gt;
|No&lt;br /&gt;
|kenaf seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] (fruit)&lt;br /&gt;
|No&lt;br /&gt;
|olive pomace&lt;br /&gt;
|1☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To press oil from the various seed crops - all except olives - the seed must first be [[miller|milled]] into paste at a millstone or quern. Only this intermediate product can be pressed. Olives can be pressed directly.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Globs}}&lt;br /&gt;
[[ru:Press cake]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oil&amp;diff=304395</id>
		<title>Oil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oil&amp;diff=304395"/>
		<updated>2024-11-17T03:52:47Z</updated>

		<summary type="html">&lt;p&gt;Desistance: layout and some trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Oliven_V1.jpg|thumb|250px|right|Olive oil is unusual in that it is pressed from the whole olive fruit, rather than from oil-bearing seeds.]]&lt;br /&gt;
'''Oil''' is an ingredient in [[cooking]] and [[soap]] making, made by [[pressing]] one of the several [[seed]] pastes or fruit at a [[screw press]]. The press squeezes the material, releasing the oil, which is stored in a [[liquid]]-capable [[jug]].  The oil can then be used to supplement a fortress's [[food]] supply, or can be combined with [[lye]] to make [[soap]].&lt;br /&gt;
&lt;br /&gt;
== Oil-producing crops ==&lt;br /&gt;
&lt;br /&gt;
The following crops produce seeds that can be milled and pressed into oil:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant Name&lt;br /&gt;
! Underground?&lt;br /&gt;
! Oil Name&lt;br /&gt;
! Oil Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Rock Nut oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]]&lt;br /&gt;
|No&lt;br /&gt;
|Cottonseed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]]&lt;br /&gt;
|No&lt;br /&gt;
|Linseed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]]&lt;br /&gt;
|No&lt;br /&gt;
|Hempseed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]]&lt;br /&gt;
|No&lt;br /&gt;
|Kenaf seed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] (fruit)&lt;br /&gt;
|No&lt;br /&gt;
|Olive oil&lt;br /&gt;
|5☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Oil will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. &lt;br /&gt;
&lt;br /&gt;
Most of the seeds can be cooked directly, but have a base value of 1☼.  However, [[milling]] the seeds to a paste and pressing them into oil generates a [[press cake]] with a value of 1☼ and a unit of oil with a value of 5☼, a 500% value increase for only two [[labor]]s. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Cooks will only cook oil and other fluids as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}} For more information, see the [[Kitchen#Bugs|kitchen]] page.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uzol&lt;br /&gt;
| elvish  = ÿivu&lt;br /&gt;
| goblin  = smatspo&lt;br /&gt;
| human   = konli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|PLANT_OIL_TEMPLATE}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
[[ru:Oil]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Press_cake&amp;diff=304394</id>
		<title>Press cake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Press_cake&amp;diff=304394"/>
		<updated>2024-11-17T03:50:06Z</updated>

		<summary type="html">&lt;p&gt;Desistance: switching to a less old-fashioned layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:sesame_press_cake.jpg|thumb|290px|right|Press cakes and pomace, like this sesame seed press cake, are generally not edible as-is in real life.]]&lt;br /&gt;
A '''press cake''' is a type of [[glob]], a low-value [[food]] item [[screw_press|pressed]] from an [[oil]]-producing [[seed]] or [[fruit|olive]] at a rate of one press cake per unit of oil.  It is a by-product of the pressing process, consisting of the leftover solids from the base material. Unlike most similar byproducts of oil pressing in real life, press cakes are edible. &lt;br /&gt;
&lt;br /&gt;
Press cakes can be used in the [[kitchen]] when 'prepare meal' tasks are queued, if they are enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. They are stored in a [[Stockpile#Food|food stockpile]] as &amp;quot;pressed material.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Press cake-producing crops ==&lt;br /&gt;
&lt;br /&gt;
The following crops produce materials that can be pressed into [[oil]] and press cakes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant Name&lt;br /&gt;
! Underground?&lt;br /&gt;
! Press Cake Name&lt;br /&gt;
! Press Cake Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|Yes&lt;br /&gt;
|rock nut press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]]&lt;br /&gt;
|No&lt;br /&gt;
|cotton seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]]&lt;br /&gt;
|No&lt;br /&gt;
|flax seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]]&lt;br /&gt;
|No&lt;br /&gt;
|hemp seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]]&lt;br /&gt;
|No&lt;br /&gt;
|kenaf seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] (fruit)&lt;br /&gt;
|No&lt;br /&gt;
|olive pomace&lt;br /&gt;
|1☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To press oil from the various seed crops - all except olives - the seed must first be [[miller|milled]] into paste at a millstone or quern. Only this intermediate product can be pressed. Olives can be pressed directly.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Globs}}&lt;br /&gt;
[[ru:Press cake]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Press_cake&amp;diff=304393</id>
		<title>Press cake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Press_cake&amp;diff=304393"/>
		<updated>2024-11-17T03:48:39Z</updated>

		<summary type="html">&lt;p&gt;Desistance: just noting that this isn't realistic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''press cake''' is a type of [[glob]], a low-value [[food]] item [[screw_press|pressed]] from an [[oil]]-producing [[seed]] or [[fruit|olive]] at a rate of one press cake per unit of oil.  It is a by-product of the pressing process, consisting of the leftover solids from the base material. Unlike most similar byproducts of oil pressing in real life, press cakes are edible. &lt;br /&gt;
&lt;br /&gt;
Press cakes can be used in the [[kitchen]] when 'prepare meal' tasks are queued, if they are enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. They are stored in a [[Stockpile#Food|food stockpile]] as &amp;quot;pressed material.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:sesame_press_cake.jpg|thumb|290px|center|Press cakes and pomace, like this sesame seed press cake, are generally not edible as-is in real life.]]&lt;br /&gt;
&lt;br /&gt;
== Press cake-producing crops ==&lt;br /&gt;
&lt;br /&gt;
The following crops produce materials that can be pressed into [[oil]] and press cakes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant Name&lt;br /&gt;
! Underground?&lt;br /&gt;
! Press Cake Name&lt;br /&gt;
! Press Cake Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|Yes&lt;br /&gt;
|rock nut press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]]&lt;br /&gt;
|No&lt;br /&gt;
|cotton seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]]&lt;br /&gt;
|No&lt;br /&gt;
|flax seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]]&lt;br /&gt;
|No&lt;br /&gt;
|hemp seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]]&lt;br /&gt;
|No&lt;br /&gt;
|kenaf seed press cake&lt;br /&gt;
|1☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] (fruit)&lt;br /&gt;
|No&lt;br /&gt;
|olive pomace&lt;br /&gt;
|1☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To press oil from the various seed crops - all except olives - the seed must first be [[miller|milled]] into paste at a millstone or quern. Only this intermediate product can be pressed. Olives can be pressed directly.&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Globs}}&lt;br /&gt;
[[ru:Press cake]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Density&amp;diff=304391</id>
		<title>Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Density&amp;diff=304391"/>
		<updated>2024-11-17T03:33:31Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Density of some materials */ let's set slade a bit more to the side, as it's atypical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Density''' is a [[material]] property that, along with volume, affects the [[weight]]/mass of an object made from the [[material]].&lt;br /&gt;
&lt;br /&gt;
Density influences weight, which influences how easily dwarves can carry things. Density affects the momentum of weapon attacks, but only so much; 600 density has 80% the momentum of something of infinite density, and all normal metals have significantly greater densities than this, meaning that you can usually ignore it for deciding which weapons are stronger. Density also affects fall damage. DF simulates falling by shooting the ground at you, so denser floors do more damage.&lt;br /&gt;
Density in ''Dwarf Fortress'' is in units of kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*.&lt;br /&gt;
&lt;br /&gt;
: ''(* For example, in the real world, the density of pure gold is 19.32 grams/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which works out to be 19,320 kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, the same numeric value as the density of DF [[gold]] (see table below).)''&lt;br /&gt;
== Density of some materials ==&lt;br /&gt;
&lt;br /&gt;
Note that not all forms of items are the same size, and so are not comparable when considering actual [[weight]] for practical applications, such as a [[Trap#Stone-fall_trap|door prize]]. A [[stone]] (including raw ore) has a size of 100,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and a [[log]] of wood 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, while a [[bar]] of metal ''(or a block of stone or wood)'' have a size of only 6,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, a difference of ~16.67:1 for stone vs. metals, or ~8.33:1 for wood vs. metals. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TABLE NEEDS A NEW COLUMN TO REFLECT THIS. CURRENT DATA IS MISLEADING w/ REGARD TO WEIGHT IN PRACTICAL APPLICATIONS.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Density&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Feather tree]]||Wood||100||Least dense wood, found only in good biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Papaya]]||Wood||130||Second least dense wood, found only in tropical biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Candlenut]]||Wood||140||Third least dense wood, found only in tropical biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamantine]]||Metal||200||Least dense metal, light enough that it has much lower momentum in weapon attacks than others (about 57% for a normal dwarf)&lt;br /&gt;
|-&lt;br /&gt;
|[[Raw adamantine]]||Stone||200||Least dense stone&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Kapok]]||Wood||260||Fourth least dense wood, found only in tropical biomes&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Willow]]||Wood||390||Fifth least dense wood, found near water, most widespread of &amp;quot;light&amp;quot; wood&lt;br /&gt;
|-&lt;br /&gt;
||[[Bone]]||Organics||500||&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather]]||Organics||500||&lt;br /&gt;
|-&lt;br /&gt;
|[[Silk]]||Organics||500||&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarn]]||Organics||500||&lt;br /&gt;
|-&lt;br /&gt;
|[[Tunnel tube]]||Wood||500||Least dense [[underground]] wood, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;typical&amp;quot; [[wood]]||Wood||600|| ''There are nearly about twenty varieties of wood at 600+/-20, about twenty (unlisted here) that weigh less,&amp;lt;br&amp;gt;and about twenty (unlisted here) that weigh more.  See [[Wood]] for a full list and discussion.''&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]||Wood||835||Densest wood found in temperate biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]]||Wood||990||Densest &amp;quot;normal&amp;quot; wood, found only in tropical biomes&lt;br /&gt;
|-	&lt;br /&gt;
|[[Divine metal]]||Metal||1000||Second least dense metal, about 86.6% momentum on attacks&lt;br /&gt;
|-&lt;br /&gt;
|[[Glumprong]]||Wood||1200||Densest above-ground wood ''(by far)'', found only in evil biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood thorn]]||Wood||1250||Densest wood, underground, found only in caverns&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||Stone||1250||&lt;br /&gt;
|-&lt;br /&gt;
|[[Jet]]||Stone||1320||Least dense non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthenware]]||Ceramic||1360||&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant fiber|Plant cloth]]||Organics||1520||&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneware]]||Ceramic||2000||&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltpeter]]||Stone||2105||&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrified wood]]||Stone||2200||Least dense &amp;quot;magma-safe&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]] relatives||Stone||2300||&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]]||Stone||2320||&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcelain]]||Ceramic||2403||&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass]]||Gem||2600||&lt;br /&gt;
|-&lt;br /&gt;
|(General) [[stone]]||Stone||2670||&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[gem]]||Gem||2670||&lt;br /&gt;
|-&lt;br /&gt;
|[[Aluminum]]||Metal||2700||Least dense &amp;quot;normal&amp;quot; metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||Stone||2710||&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||Stone||2780||&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Stone||2930||&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem|Diamond]] (any)||Gem||3520||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cobaltite]]||Stone||6295||&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinc]]||Metal||7135||&lt;br /&gt;
|-&lt;br /&gt;
|[[Tin]]||Metal||7280||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lay pewter]]||Metal||7280||&lt;br /&gt;
|-&lt;br /&gt;
|[[Galena]]||Stone||7500|| Ore of [[lead]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pitchblende]]||Stone||7600||Most dense &amp;quot;magma-safe&amp;quot; non-economic stone, excepting Slade&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||Metal||7850||98.125% max momentum&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||Metal||7850||98.125% max momentum&lt;br /&gt;
|-&lt;br /&gt;
|[[Cinnabar]]||Stone||8100||Densest non-economic stone, excepting Slade&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||Metal||8250||98.2% max momentum&lt;br /&gt;
|-&lt;br /&gt;
|[[Nickel]]||Metal||8800||&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||Metal||8930||98.35% max momentum&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver]]||Metal||10490||98.59% max momentum&lt;br /&gt;
|-&lt;br /&gt;
|[[Lead]]||Metal||11340|| &lt;br /&gt;
|-&lt;br /&gt;
|[[Gold]]||Metal||19320||&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum]]||Metal||21400||Densest metal, 99.3% max momentum&lt;br /&gt;
|-&lt;br /&gt;
|[[Native platinum]]||Stone||21400||Densest [[economic]] stone (and [[ore]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Slade]]||Stone||200,000||Densest stone, cannot normally be mined. Brutally slow to carry if you do&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Size]]&lt;br /&gt;
* [[Weight]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=304389</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=304389"/>
		<updated>2024-11-16T23:32:51Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Undead Fun Facts */ wc&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|24:55, 4 March 2023 (CST)}}&lt;br /&gt;
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[[File:undead_sprites_preview.png|right]]The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]], or arise naturally from the dark energies of [[surroundings|evil regions]]. Animated dead are [[immortal]] and have no [[soul]]s.&lt;br /&gt;
&lt;br /&gt;
Graphically, the main races of the game will appear with purple skin. Undead [[animals]] will appear with an alternative sprite, usually being completely indigo with black spots around glowing white eyes. Many intelligent [[humanoid]] creatures will appear as they did when alive, albeit with an alternate, paler blue or purple skin color. Animated body parts may also appear as the whole, albeit zombified version of the respective creature. Some undead creatures will appear exactly the same as they were when alive. &lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
[[File:undead_stab.jpg|thumb|200px|A drawing of a zombie and a dwarf by [[Zach Adams]]. All craftsdwarfship is of the highest quality. The dwarf is stabbing the zombie in the back. The zombie is smirking.]]An undead may be formed of either the rotting husk, or the bones and shell of a being: the former is considered a zombie, and the latter a skeleton. &lt;br /&gt;
While ''Dwarf Fortress'' has many kinds of creatures that are no longer performing the bodily functions of a living being ([[vampire]]s, [[ghost]]s, [[mummy|mummies]], [[intelligent undead]], even [[necromancer]]s to some degree), &lt;br /&gt;
this article is focused on the mindless bodies, raised from death by the foul powers of individuals or evil lands, or enthralled by evil weather. [[Infected ghoul]]s are similar to the common animated dead, but have their own article and a different tile color.&lt;br /&gt;
&lt;br /&gt;
[[File:skin_color_preview.png|thumb|210px|right|What different undead/immortal creatures' skin colors mean.]]As long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical, until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]], or even ''[[mussel]] [[shell]]s''. These are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Unnatural [[attribute|strength and toughness]]. Strength increases to 130% and toughness to 300% + 1000 points on top - as the attributes scale from 0 to 5000, an above-average toughness of 1334 is enough for a zombie to reach the absolute cap of Toughness and pretty high, yet not absolute 3077 to reach the cap of Strength.&lt;br /&gt;
*[[Speed]] is reduced to 60% of the living creature.&lt;br /&gt;
*Unliving, sterile and opposed to life. Will be hostile to everything in the vicinity, other than fellow undead and inorganic aberrations that also have {{token|NOT_LIVING}} (iron men, bronze colossuses).&lt;br /&gt;
*Mindlessness. Undead can no longer learn or forget, fixed to what [[skill]] levels they had in death. They are unaffected by fear, cannot feel emotions and keep going even if the brain is destroyed. Mischievous behavior and battle-trance capability are removed if present.&lt;br /&gt;
*Magically sustained. Undead keep their [[attribute]] scores forever, do not age, and are beyond bodily worries such as pain, illness and exertion. Undead do not breathe, bleed, eat, drink nor sleep. Their limbs will continue to function even if the normally-necessary ligaments have rotted away, and their extrasensory vision cannot be blinded.&lt;br /&gt;
&lt;br /&gt;
[[File:dismal_zombie_preview.png|thumb|187px|right|Blue goblin as a dismal zombie.]]Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Unintelligent undead, such as those created by a necromancer or raised by an evil biome, have no concern for their own wellbeing - such zombies will not attempt to dodge, block, or parry blows. &lt;br /&gt;
&lt;br /&gt;
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. Similar entities called [[infected ghoul]]s can be created by necromancers, which spread their form of the syndrome through their bites.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures are hostile to one another and retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
[[File:DnD skelleton.png|thumb|Illustration of Undead legions]]&lt;br /&gt;
The undead are not to be trifled with – they have high Strength and very high Toughness, along with all other physical [[attribute]]s increased (except Speed), do not tire, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. Add in that they often arrive in very large numbers, using armor and weapons which make them even more powerful, and with [[necromancer]]s to reanimate them, and that [[semi-megabeast|the]] [[megabeast|greatest]] [[titan|of]] [[forgotten beast|beasts]] can be reanimated, and it comes off as no surprise that the undead can pose a great opportunity for trouble.&lt;br /&gt;
&lt;br /&gt;
[[File:undead_head_preview.png|thumb|right|Stat screen of an animated severed dwarf head.]]As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.&lt;br /&gt;
&lt;br /&gt;
The undead cannot bleed out - puncture wounds do little good for this reason, and likewise, choking is obviously ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. &lt;br /&gt;
&lt;br /&gt;
Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present - the more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple ''years'', and quiver after quiver of ammunition, before ever dealing a lethal blow. This can be useful for rapidly training marksdwarves with a small number of targets, but may be undesirable if you're making a last stand, or had intended to thin the horde before the melee started. &lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage. &lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
Of course, the undead do not have to be beaten through direct combat - [[trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them, and [[magma]], that traditional solution to all dwarven problems, is another effective weapon, as is [[fire]] in general -  the sheer heat of the magma will eventually destroy the corpse, rendering it unable to rise again - it kills zombies fairly slowly, though.  As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low-quality weapon traps. This property can be exploited in [[trap design]], as no-quality weapon traps will still be lethal to the undead hordes, while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit trap|nice]]. &lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde - without enough discipline, a troop sent to fight them may instead simply decide to flee in terror from such... abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for, unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may, in turn, rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used to rapidly train marksdwarves, or for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included. &lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Animated undead will not attack necromancers (including those not responsible for raising them), as they are considered non-living beings. They are also indifferent towards other undead creatures like vampires or mummies.&lt;br /&gt;
* Undead will not attack inorganic/elemental creatures, such as [[Gabbro man|gabbro men]] and [[bronze colossus]]es. This is because these creatures are also treated as 'non-living', despite the fact they are not undead.&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* With the addition of jumping, they can jump over 2-tile thick moats.&lt;br /&gt;
* Hostile undead that aren't a part of a siege will register as &amp;quot;outcasts&amp;quot; upon retiring a fort.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
* Bone stacks obtained from the severed limbs of undead sentient creatures are useable in crafting even though bones stacks rotted from the limbs of the living are off-limits. &lt;br /&gt;
* Undead [[echidna]], [[echidna man]], [[giant echidna]], [[hedgehog]], [[giant hedgehog]] and [[hedgehog man]] can be at the same time curled up (and therefore impossible to destroy), moving and attacking. Modding may be used as a workaround.{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
*Dwarves fail to bury remains of reanimated corpses.{{bug|10396}}&lt;br /&gt;
[[File:zombie_dwarf.jpg|thumb|250px|center|Body, Decomposed. Wrath, Active.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by DioMahesa''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Undead]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Food&amp;diff=304386</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Food&amp;diff=304386"/>
		<updated>2024-11-16T19:08:09Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Food groups */ fish from fishing are vermin&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
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[[File:v50_food_preview.png|right]][[Dwarves]] may be [[alcohol]]ics, but a dwarf cannot live on drink alone; they also need '''food'''. Hungry dwarves are indicated by: [[File:status_hungry_icon.png]] / {{Tile|↓|6:0}}. Unfed dwarves will progress from hunger to starvation and, ultimately, to death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of eating and hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, work more slowly, become more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]], but dwarves will generally not knowingly endanger their lives to finish a job. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. The only task that can actually lead to death by preventing a dwarf from covering their vital necessities is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. A dwarf's fat stores are depleted by the mere fact of existing, but this happens very slowly. As a dwarf becomes hungrier, they use up more fat, and will die when their reserves are completely exhausted. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, possibly leaving some players wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Hunger increments by 1 during each game tick ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)''. This rate doubles if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
:* 40000 - dwarf starts considering getting something to eat (1/120 chance per tick) if idle&lt;br /&gt;
:* 45000 - dwarf decides to go get something to eat if idle&lt;br /&gt;
:* 50000 - dwarf starts flashing &amp;quot;[[Status icon|Hungry]]&amp;quot;&lt;br /&gt;
:* 65000 - dwarf gets an unhappy thought about being hungry, cancels current job to get something to eat&lt;br /&gt;
:* 75000 - dwarf starts flashing &amp;quot;[[Status icon|Starving]]&amp;quot;, begins hunting for vermin&lt;br /&gt;
:* 85000 - dwarf gets an unhappy thought about being starving&lt;br /&gt;
:* 100000 - dwarf starts burning stored fat; when this is completely depleted, the dwarf dies of starvation&lt;br /&gt;
&lt;br /&gt;
Completing an Eat job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Being starving for even a single [[time|tick]] will cause a [[miscarriage]] among pregnant dwarves.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High-quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves. Additional food of most categories can also be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other' (includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|k}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate. Terrestrial [[vermin]] don't produce meat.&lt;br /&gt;
*[[Creature#Aquatic|Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[Milker|milked]] from certain tame female animals, including the more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be cooked or processed into [[mead]].&lt;br /&gt;
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Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored properly.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Thirst]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Farm size calculations|How large a farm do I need?]] &lt;br /&gt;
*[[Egg production]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Kitchen]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Food]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&amp;diff=292006</id>
		<title>User talk:Silverwing235</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&amp;diff=292006"/>
		<updated>2023-03-06T15:47:15Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Rule G and rule links in general */ new section&lt;/p&gt;
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&lt;div&gt;== *Wandering janitor puts down mop and bucket* ==&lt;br /&gt;
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Yes, I know, not a very interesting placeholder.....but a beginning nonetheless. EDIT: On the other hand &amp;quot;If it looks wrong, it gets fixed&amp;quot; is my rule, which is why spot-edits will be preferred to blind-reverts around here. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:22, 4 January 2019 (UTC)&lt;br /&gt;
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== [[DF2014:Centaur]] plural ==&lt;br /&gt;
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In case you were wondering - your [http://dwarffortresswiki.org/index.php?title=DF2014:Centaur&amp;amp;diff=236185&amp;amp;oldid=229661 edit] didn't offend me at all, but in cases where there are multiple possible plurals, we try to stick with the one in the raws (click &amp;quot;show&amp;quot; next to the Raws box on [[DF2014:Centaur]], for example, or click on the &amp;quot;Raws&amp;quot; link itself). That's what DF uses in-game, and it's consistent with [[DF:Rule G]]. Just something to keep in mind. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 26 June 2018 (UTC)&lt;br /&gt;
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== On paragraphs ==&lt;br /&gt;
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A paragraph is a group of closely-related sentences with a central theme. In several recent edits you have combined multiple paragraphs that do not share a central theme. In addition to being grammatically incorrect, this also makes it more difficult for players to skim the article for relevant information. For example, [http://dwarffortresswiki.org/index.php?title=DF2014:Losing&amp;amp;curid=31835&amp;amp;diff=238706&amp;amp;oldid=238703 this edit] attached the sentence about challenges for experienced players to a paragraph that begins &amp;quot;Most new players...&amp;quot;. Please cease &amp;quot;fixing&amp;quot; short paragraphs by lumping them in with other, tangentially-related paragraphs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 22:37, 12 December 2018 (UTC)&lt;br /&gt;
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Looks like there's already paragraph heading? I'll place this here, then: What's the logic/why merge [https://dwarffortresswiki.org/index.php?title=DF2014:Vampire&amp;amp;curid=32556&amp;amp;diff=254740&amp;amp;oldid=254722 these paragraphs] while also not merging them with the text preceding them?&lt;br /&gt;
(not the only paragraph merge I've seen, just a recent example) --[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 07:23, 11 September 2020 (UTC)&lt;br /&gt;
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...to the extent they make sense as components of a single paragraph. Thanks for the reminder, will implement shortly. As for logic, being a part of the autistic community as I am...my 'reader's aesthetic' got irked, I suppose you could say. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:10, 11 September 2020 (UTC)&lt;br /&gt;
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== Disruptive Editing ==&lt;br /&gt;
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'''Warning''': Repeatedly modifying acceptable page layouts and punctuation to suit your personal taste is [[wikipedia:Disruptive_editing|disruptive]]. Further disruptive edits may result in a ban. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:40, 3 January 2019 (UTC)&lt;br /&gt;
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:While I agree that some of the edits in question weren't necessary, others were constructive - at least the first half of [http://dwarffortresswiki.org/index.php?title=DF2014:Wood&amp;amp;curid=32642&amp;amp;diff=238873&amp;amp;oldid=238869&amp;amp;rcid=383537 wood], for example. I don't think reverting everything is a good solution, and I would be unwilling to block someone for this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:13, 4 January 2019 (UTC)&lt;br /&gt;
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::With all due respect, this has been an ongoing problem since July. Roughly one third of my edits since then have been dealing with issues caused by this one user. I have spent a fair bit of time explaining why edits were problematic ([http://dwarffortresswiki.org/index.php?title=DF2014:Slade&amp;amp;diff=prev&amp;amp;oldid=236259], [http://dwarffortresswiki.org/index.php?title=DF2014:Coffin&amp;amp;diff=prev&amp;amp;oldid=236737], [http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Steals_food&amp;amp;oldid=237634], [http://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&amp;amp;diff=prev&amp;amp;oldid=238709]) and saving &amp;quot;constructive&amp;quot; changes ([http://dwarffortresswiki.org/index.php?title=DF2014:Miasma&amp;amp;diff=prev&amp;amp;oldid=236260], [http://dwarffortresswiki.org/index.php?title=DF2014:Dragon&amp;amp;diff=prev&amp;amp;oldid=237541], [http://dwarffortresswiki.org/index.php?title=DF2014:Diplomat&amp;amp;diff=next&amp;amp;oldid=238673], [http://dwarffortresswiki.org/index.php?title=DF2014:Scholar&amp;amp;diff=next&amp;amp;oldid=238647]). However, Silverwing235 has continued to make the same types of problematic edits across more and more articles. While I still review each Silverwing235-edited article individually and only revert those which are problematic, I no longer consider it worthwhile to explain yet again why sprinkling in unnecessary commas and deleting newlines isn't acceptable, nor do I salvage minor &amp;quot;constructive&amp;quot; bits that happen to be included with disruptive edits. [http://dwarffortresswiki.org/index.php?title=DF2014:Magma_glass_furnace&amp;amp;curid=31863&amp;amp;diff=238911&amp;amp;oldid=238863 This] is a fine example: is changing the capitalization of &amp;quot;item hauler&amp;quot; worth burying information about architectural value at the end of a paragraph about sand gathering? No.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:53, 5 January 2019 (UTC)&lt;br /&gt;
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Agreed. It's pretty much the standard I ''attempt'' to hold myself to when editing around here as a rule, Lethosor - and also explains why some edits were marked as minor, in an attempt to '''avoid''' being blind-reverted like this, w/out apparent consideration of merit. You should both expect forum PM's about this in due course. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:46, 4 January 2019 (UTC)&lt;br /&gt;
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Resurrecting an old topic here: while I admit I haven't been monitoring the situation here very much, I've noticed that I don't always agree with some edits you make. Some are good, and I don't have opinions on some others, but some are (in my opinion) not correct - for example, the one that was reverted [http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;amp;diff=prev&amp;amp;oldid=241753 here]. I don't have a particularly good policy in mind, and I don't think ''everything'' you do should be reverted by any means (so don't feel discouraged from fixing things), but I'd like to suggest that you pay closer attention to which edits are being reverted and why. Hopefully that will cut down on some editing disagreements I've seen in the recent changes list. I really don't want to make any decisions on the matter, but I think that making specific types of edits that tend to be reverted isn't productive for anyone involved (noting that this doesn't apply to a majority of your changes that I've seen, in my opinion). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:58, 2 June 2019 (UTC)&lt;br /&gt;
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Again: I don't want to have to block you, or anything like that, but [https://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&amp;amp;curid=32095&amp;amp;diff=247303&amp;amp;oldid=247296 this sort of edit] is not okay. If you have a disagreement with another editor, take it up with them; don't engage in edit wars, particularly not with edit summaries like that. (Note that I have not been very active as of recently, so I don't feel that I'm familiar enough with the entire situation to do anything yet - maybe that was just one of a handful of problematic edits. [https://dwarffortresswiki.org/index.php?title=DF2014:Murky_pool&amp;amp;diff=next&amp;amp;oldid=247304 This one] is definitely okay, for instance. But please try to avoid the sorts of edits that are apparently getting reverted regularly.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:37, 4 October 2019 (UTC)&lt;br /&gt;
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From AIV, my thoughts on your four edits that were reverted by Loci today:&lt;br /&gt;
* [https://dwarffortresswiki.org/index.php?title=DF2014:Meat_industry&amp;amp;diff=prev&amp;amp;oldid=247436]: I think the revert was appropriate - although the original edit wasn't malicious, the section title that you removed was useful for readability, and the section seems to be entirely about wild animals. Perhaps nesting this section under &amp;quot;Breeding&amp;quot; would have been better. The comment about mods also wasn't really necessary - you can mod pretty much anything in DF, and listing all the possibilities everywhere would just clutter things up.&lt;br /&gt;
* [https://dwarffortresswiki.org/index.php?title=DF2014:Equipment&amp;amp;diff=prev&amp;amp;oldid=247438]: the second &amp;quot;each&amp;quot; is technically necessary, since each marksdwarf ''and'' each hunter needs a quiver. Granted, I think it's clear what the sentence means without it, but it shouldn't have been removed. Also, &amp;quot;flimflammery&amp;quot; in the edit summary is not helpful - in general, your edit summaries could stand to be shorter and clearer about what you're actually changing, which might help avoid some annoyances when others look over them.&lt;br /&gt;
* [https://dwarffortresswiki.org/index.php?title=DF2014:Coffin&amp;amp;diff=247437&amp;amp;oldid=247435] - I think both the previous version and yours were confusing, so I tried to reword it myself. (Basically, you're right that dwarves can't view bodies that fell into magma, but they ''can'' view bodies that are in stockpiles, so saying that viewing bodies only applied to bodies left on the ground wasn't right.) A [https://dwarffortresswiki.org/index.php?title=DF2014:Coffin&amp;amp;diff=236737&amp;amp;oldid=236421 very similar edit] that you made had also been reverted, though. I'm suspecting that you just forgot about that, since it was so long ago, but in general, reintroducing changes that have already been reverted could be considered edit warring, which is not something I want to deal with.&lt;br /&gt;
* [https://dwarffortresswiki.org/index.php?title=DF2014:Armor&amp;amp;diff=prev&amp;amp;oldid=247439]: the core disagreement seems to be around singular &amp;quot;they&amp;quot; (mentioned in another section on your talk page). In my book, this is a personal preference. Since your changes have led to some disagreements, I'm going to ask you to avoid changing any existing content related to singular &amp;quot;they&amp;quot; (this applies to things that use it and things that don't). This applies to other users too. I think this is the simplest way to avoid behavior that could be considered edit warring.&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:17, 7 October 2019 (UTC)&lt;br /&gt;
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And Silverwing235 makes answer:&lt;br /&gt;
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1: ''&amp;quot;Perhaps nesting this section under &amp;quot;Breeding&amp;quot; would have been better.&amp;quot;'' Something along those lines was what I was trying to do, and thought I had done, before 'Loci, Vandalfinder Mod' came along with their reverts (Not that I want anyone to take on that role with regards to me in particular, it's rather annoying - please do assume apologies when necessary).&lt;br /&gt;
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2: ''&amp;quot;Also, &amp;quot;flimflammery&amp;quot; in the edit summary is not helpful&amp;quot;'' IOW, refrain from scribbling in the margins, or mental ''ngathsesh'', as the dwarves would have it, yeah, got it. One can only try, anyway.&lt;br /&gt;
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3 &amp;amp; 4: Not much to say here, other than: thanks for the assist and I '''wholeheartedly agree''' with you about the personal preference thing? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:54, 7 October 2019 (UTC)&lt;br /&gt;
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== Singular they ==&lt;br /&gt;
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Regarding [http://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;amp;curid=35157&amp;amp;diff=239015&amp;amp;oldid=239014 this edit]:&lt;br /&gt;
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General use of &amp;quot;they&amp;quot; as an ungendered singular pronoun is [https://en.wikipedia.org/wiki/Singular_they#Acceptability_and_prescriptive_guidance controversial]. If you feel compelled to remove the gendered pronoun, common advice is to reword the sentence to avoid the appearance of pronoun disagreement. In this case:&lt;br /&gt;
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: The better focused a dwarf is, the swifter she finishes all her tasks.&lt;br /&gt;
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could be rewritten as:&lt;br /&gt;
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: The better focused your dwarves are, the swifter they finish their tasks.&lt;br /&gt;
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: A focused dwarf finishes tasks more swiftly. &lt;br /&gt;
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It is generally easy to alter the wording, and always better than swapping one acceptable-yet-problematic form for a different acceptable-yet-problematic form that you happen to prefer.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 00:51, 14 January 2019 (UTC)&lt;br /&gt;
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== Just in case people are wondering why.... ==&lt;br /&gt;
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...such things as talk pages with topic 'Verification page/verification' and 'ignore this' are popping up, the answer should be obvious if it wasn't already - preparation. That, and that my particular 'style' leads me to not be a fan of unnecessary redlinks - something like Occam's Razor, really. :D --[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 10:57, 5 February 2019 (UTC)&lt;br /&gt;
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== Grammar ==&lt;br /&gt;
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Regarding [http://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;amp;curid=13741&amp;amp;diff=239647&amp;amp;oldid=236295 this edit]:&lt;br /&gt;
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That's not a &amp;quot;sentence fragment&amp;quot;; it's an [[wikipedia:appositive|appositive]], a restatement of a noun for clarification. &lt;br /&gt;
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Regarding [http://dwarffortresswiki.org/index.php?title=DF2014:Siege&amp;amp;diff=prev&amp;amp;oldid=239648 this edit]:&lt;br /&gt;
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Adverbs are comma-offset when they apply to the sentence as a whole, not the active verb. Since &amp;quot;usually&amp;quot; is plausibly modifying &amp;quot;are&amp;quot;, the added comma is incorrect.&lt;br /&gt;
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Incidentally, these are good examples why inserting every possible comma is problematic. Commas can change the meaning of a sentence, and that possibility makes it more difficult to parse comma-saturated sentences.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 22:40, 5 February 2019 (UTC)&lt;br /&gt;
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== Egg production editing shenanigans ==&lt;br /&gt;
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I have a deep feeling that guy is right, about the kobolds at least. I shouldn't have removed that much stuff from the original table anyway. Yes, I plan on reverting that, this time also adding giant animals &amp;amp; animal people, max age column, and sorting out the rest in a coherent way, just give me some time. The original edit took me nearly 2 hours. [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 14:01, 26 March 2019 (UTC)&lt;br /&gt;
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== Let's not stress about [[DF2014:Stress]] ==&lt;br /&gt;
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Regarding [http://dwarffortresswiki.org/index.php?title=DF2014:Stress&amp;amp;curid=33889&amp;amp;diff=240383&amp;amp;oldid=240376 this edit]&lt;br /&gt;
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* ''talking with the spouse''&lt;br /&gt;
:* In my opinion, &amp;quot;the&amp;quot; means here that the person in question is talking with his/her spouse (not just with any spouse), so it may be justified.&lt;br /&gt;
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* ''caught in a freakish weather''&lt;br /&gt;
:* While I admit this is wrong (&amp;quot;weather&amp;quot; is uncountable), I would keep it the original way as it is consistent with [[Dwarf Fortress Wiki:Community Portal|Rule G]] and doesn't seem ''that'' jarring to me.&lt;br /&gt;
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* ''grim satisfaction at somebody's death''&lt;br /&gt;
:* This appears when you kill people in adventurer mode&lt;br /&gt;
:* So it's not about ''seeing'' somebody's death, but causing it yourself&lt;br /&gt;
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* And the two typos you found were actually mine, feel free to correct these if you find more. I haven't seen Toady make typos ''yet''. --[[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 15:00, 31 March 2019 (UTC)&lt;br /&gt;
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== *thumbsup*==&lt;br /&gt;
[http://dwarffortresswiki.org/index.php?title=DF2014:Hair&amp;amp;curid=31316&amp;amp;diff=241238&amp;amp;oldid=241227 This] just so happens to be kind of the direction I was going anyway. Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:28, 8 May 2019 (UTC)&lt;br /&gt;
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Thanks for removing things where people confused entities with creatures. ive been seeing people on the forum confusing the two lately and like it when teh wiki sticks to what Tarn actually calls things [[Special:Contributions/35.191.3.215|35.191.3.215]]&lt;br /&gt;
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== public/private articles ==&lt;br /&gt;
So, you've enjoyed a continuity around here that I lost, hoping you could give me your spin on what is &amp;quot;policy&amp;quot; in this regard. Came across the article [[Cacame Awemedinade]], and it strikes me as pure vanity, something that belongs under a Username/&amp;lt;article&amp;gt; rather than in the public space. Yes, there is a long forum thread behind it, but that, alone, doesn't seem apt justification - or is it? Or has this one just been grandfathered in, but similar posts are discouraged? Either way. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 13:59, 21 June 2020 (UTC)&lt;br /&gt;
:My impression is that it's notable enough (or was at the time it was written), similar to [[Boatmurdered]]. I would personally be fine with keeping it, but would discourage creating many similar pages, particularly for newer and less historically-relevant content. (This discussion might also be more suitable for the article's talk page.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:49, 22 June 2020 (UTC)&lt;br /&gt;
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Well, since it was started here, we may as well finish it - or attempt to do so, at least. I concur with Lethosor's view on this. I also concur on the notion of moving any further similar matters to appropriate talk pages - this being the first time I've had to deal with something outside my pay grade like this (came on around 43.05 and quickly restricted myself to copy editing and &amp;quot;janitorial&amp;quot; work (spelling, grammar, etc)). [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 14:05, 22 June 2020 (UTC)&lt;br /&gt;
* Works for me, tho' BoatMurdered is, at least for me, on a whole diff level. I placed the discussion here (rather than there) b/c it was more a question re &amp;quot;general policy&amp;quot; and editorial SOP, rather than one applicable solely to that one article. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 07:09, 23 June 2020 (UTC)&lt;br /&gt;
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== Official complaints in AiV - oh dear. ==&lt;br /&gt;
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(https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;amp;curid=19125&amp;amp;diff=256647&amp;amp;oldid=255758)...this is the first time, I must say, that my edits always being marked as minor had specifically been called out (be it known, anyone else with that issue can either be referred here, or check their own user profile settings for the relevant option - when I started here from my similar-named Bay12 account, I didn't intend to continually make public, non-hideable announcements of ''spelling and grammar corrections'' or the like.) There has, however, very recently been quite a bit of... overreach, I suppose, in that context. Continually chasing after 'ghost' run-on sentences despite somewhat overly subtly-worded orders to desist, was almost certainly particularly unwise, for which I apologise, and shall henceforth strive to not repeat (not that I'm sure that's what the complainant wants, anyway - AIUI, I'm being painted as some kind of menace to the wiki, quite needlessly IMHO 'the 'style be dammed' comment in one of my edits was actually me getting pretty annoyed with the revert-flavoured individual, as people will do with these things. Irregardless of fault, Lethosor, my sincere apologies for that... edit mini-war, I think?) [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:32, 11 February 2021 (UTC)&lt;br /&gt;
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:I see you've beaten me to starting a discussion on this. In this particular case, I do think you identified a run-on that could be improved in [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=256644&amp;amp;oldid=256643], but I think your fixes might have changed the meaning of the sentence. I'm still not sure about this particular case myself, honestly. This was close enough to an &amp;quot;edit war&amp;quot; to make me concerned, so I would suggest that you either attempt to find an alternative way of rewording sentences when this happens (as opposed to redoing simple edits that have been reverted) or taking the discussion to the talk page. For example, [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=256648&amp;amp;oldid=256645] clears up the original confusion I had about where to split the sentence in this case. &amp;lt;br&amp;gt;Also, blank edit summaries or summaries like &amp;quot;fix scuff-up&amp;quot; or &amp;quot;scrub nonsense&amp;quot; aren't necessarily clear to other editors without more context. Something like &amp;quot;fixed run-on&amp;quot; or &amp;quot;clarified that the plot involves theft, not the agent&amp;quot; would give editors a better idea of what you were trying to fix, and hopefully make it easier to identify a better compromise if they don't think your edit was correct. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:08, 12 February 2021 (UTC)&lt;br /&gt;
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[emptyspace]       [/emptyspace]&lt;br /&gt;
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....(There was an overly-sharp point made here by another user (honestly enough to be more than usually emotionally distressing - *shrug* part of Silverwing235's experience of high-functioning autism circa pandemic, I suppose.) about phrasing someone as a saboteur and incivility of the context, all of which, contextual shortcoming included, has since been analysed, noted, and - hindsight always being 20/20 - been adjusted for.) (Note to self, must take more care on wiki userpages.)  In regards to reasons for certain portions of my user page having been deleted - I simply did not wish to deal with whatever matter or matters was/were the topic of discussion at the time IIRC, and unfortunately lost the way back, as inevitably happens with these things. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:27, 13 February 2021 (UTC)&lt;br /&gt;
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== DFW vandalism definition VS dictionary definition, if different ==&lt;br /&gt;
...Just to be certain, Lethosor, the context in which 'vandalism' is usually used on this wiki versus in the dictionary...do mostly agree w/each other, right? (thought I'd take a leaf from this wiki's admin book, try and contain the winding-down of my negative press, biased as it appears to be, to somewhere more appropriate than AiV.) I mean, surely edit-wars such as the one I was recently part of, ''don't'' constitute vandalism, per se? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:58, 13 February 2021 (UTC)&lt;br /&gt;
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:I would consider &amp;quot;Vandalism&amp;quot; a subset of &amp;quot;Disruptive editing&amp;quot;, but the page is named &amp;quot;AIV&amp;quot; because most incidents of disruptive editing on this wiki ''have'' also been vandalism (I'm not intending to refer to your edits in this case). I would prefer to keep discussion in one place as much as possible, but I could move the AIV discussion to a separate &amp;quot;DF:&amp;quot; page, I suppose. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 16 February 2021 (UTC)&lt;br /&gt;
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== Bourgeoisie ==&lt;br /&gt;
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Please refrain from making edits in [https://dwarffortresswiki.org/index.php?title=DF2014:Town&amp;amp;diff=prev&amp;amp;oldid=256750 this vein] (summary: “rewrite bias-esque stuff (bourgeoisie was 200-300y ahead of (non-magical) 1400s tech level, IIRC)”). I will elaborate.&lt;br /&gt;
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# I don't know what you mean by “bias-esque,” but if the use of the word “bourgeoisie” here might serve to express some particular bias that bears discussion, please explain. Personally, I don't see it; absent an explanation, I cannot make sense of your statement.&lt;br /&gt;
# As for your historical note, first: it's wrong; please see [https://en.wikipedia.org/wiki/Bourgeoisie#Origins_and_rise Bourgeoisie - Origins and rise]. Second, the correct usage of a word is generally determined by its contemporary sense; the historical origin of a term doesn't generally circumscribe its use except in special contexts where historical senses might conflict with current ones. In the case of “bourgeoisie,” since the article's context is neither the French Revolution nor Marxian sociopolitical/economic theories, there is no potential for such a conflict. (Even if there ''were'', most senses of “bourgeoisie” and “bourgeois” are so closely related that it would make little difference. Also, note that the article is about a computer game in a fantasy setting with specific fictional elements borrowed from the real world ''without'' regard for historical relationships between them.)&lt;br /&gt;
# A side note to the previous point: as feudal structures in Europe faced challenges in the [https://en.wikipedia.org/wiki/Crusades High] and [https://en.wikipedia.org/wiki/Crisis_of_the_Late_Middle_Ages Late] Middle Ages, a segment of society [https://en.wikipedia.org/wiki/Economic_History_of_Europe_(1000_AD_%E2%80%94_Present)#Crafts_and_urban_growth variously] [https://en.wikipedia.org/wiki/Medieval_commune#Origins coalesced] which both [https://en.wikipedia.org/wiki/Urbanization required] and [https://en.wikipedia.org/wiki/Town_privileges impelled] the [https://en.wikipedia.org/wiki/Estates_General_(France)#Origin transformation] of those structures. Thus, in 1789, when the Assembly [https://en.wikipedia.org/wiki/Abolition_of_feudalism_in_France declared the abolition of the feudal system] in France, it expressed the [https://en.wikipedia.org/wiki/Estates_General_of_1789#Rebellion_of_the_Parlements disposition] of an [https://en.wikipedia.org/wiki/Estates_of_the_realm#Third_Estate extant class] toward an [https://en.wikipedia.org/wiki/Ancien_R%C3%A9gime established order].&lt;br /&gt;
# A further side note: '''etymologically''', the word “bourgeoisie” is a late-feudal way of saying “[https://en.wiktionary.org/wiki/borgeis#Old_French town-dweller].” In that light, the choice of ''bourgeoisie'' seems not only correct, but ''richly descriptive and illuminating''. Whoever chose to write that sentence in the first place might even have been aware of that fact. (All of this is incidental to the point, however.)&lt;br /&gt;
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It would be helpful if this kind of edit could be avoided, in general. To that end, notice that your summary ended with &amp;quot;IIRC&amp;quot; (regarding hypothetical information as part of your justification). But clearly, a little self-checking would have revealed to you that you ''didn't'' recall correctly. After all, why guess, especially when there is nothing actually ''wrong'' with the sentence you propose to revise? A significant proportion of your edits seem to fall into this category. Please consider exercising restraint when you feel an urge to make elective edits, especially when they would ''remove'' another author's work without resulting in something ''better''. And you should categorically '''not''' make such edits without being sure they are, in fact, correct, as you did in this case.&lt;br /&gt;
'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 02:25, 20 February 2021 (UTC)&lt;br /&gt;
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== BODY_SIZE help ==&lt;br /&gt;
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Hi, I seen you play with some advanced features, any chance you know what this translates to?&lt;br /&gt;
 [BODY_SIZE:0:0:1000]&lt;br /&gt;
 [BODY_SIZE:1:168:5000]&lt;br /&gt;
 [BODY_SIZE:12:0:20000]&lt;br /&gt;
--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:59, 19 December 2021 (UTC)&lt;br /&gt;
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== Biome layout ==&lt;br /&gt;
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Personally, I like the up/down orientation I find it easier to read than the alternatives and overall saves space. But if it bothers you here is a [https://ibb.co/fpv8MVG quick mockup of the alternatives]: #1-current up/down, #2-roatation, #3-big black blobs, #4-something else?, #5-revert to previous.  What do you prefer? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:05, 14 January 2022 (UTC)&lt;br /&gt;
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Pretty much # 3 - I can barely read that header text otherwise; and I strongly suspect anyone else who contacted you about it would've had much the same issue. [[User:Silverwing235|Silverwing235]] ) 14:30, 14 January 2022 (UTC)&lt;br /&gt;
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: I wonder if this has anything todo with chosen font ( I didn't pick it) maybe something more legible/familiar with higher weight would have been better. Regardless, this is good enough for me, I changed it to #3. Let me know if there are any other issues or just be bold about it ;) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:47, 14 January 2022 (UTC)&lt;br /&gt;
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== Tokens  ==&lt;br /&gt;
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Hi silver. I am not sure about [https://dwarffortresswiki.org/index.php?title=DF2014:Token&amp;amp;curid=8032&amp;amp;diff=261321&amp;amp;oldid=260463 this] recent addition. On most other articles I would love some editing condensing long list into more human form, however, [[Token]] is more of a technical documentation, listing all the different types of tokens and their usage, and despite the similar names [Item token] and [Item definition token] they seem to be different beasts with each deserving an entry. Although full disclosure I have passing familiarity with modding from what I see here on the wiki. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:39, 28 January 2022 (UTC)&lt;br /&gt;
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Yes, I admit that one in particular was something of an alternative-formatting editing experiment/gaffe on my part, anyway - its been reverted. [[User:Silverwing235|Silverwing235]]  17:51, 28 January 2022 (UTC)&lt;br /&gt;
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: Thanks. Also experiments are good, and the Token and modding pages as whole deserve some attention. Btw if you see one of my experiments miss the mark feel free to just fix/revert it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:04, 28 January 2022 (UTC)&lt;br /&gt;
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== Rule G and rule links in general ==&lt;br /&gt;
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I initially wasn't able to figure out what you meant by &amp;quot;rule G&amp;quot;, and I didn't expect the community portal to be the rules page. It would've helped me in that case to link [[DF:CP]], and I'd bet it'd also be helpful for other people in the future. I'd been wondering where the rules page was for a while. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:47, 6 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=292005</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=292005"/>
		<updated>2023-03-06T15:41:13Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* The Migrant Tier List */ typo&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
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Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
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The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
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== Skills and [[labor]] preferences ==&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
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Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
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Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
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==Limiting/preventing immigration==&lt;br /&gt;
[[File:immigration_preview.png|thumb|280px|right|Immigrants from the Colonial Era.]]In v0.50.01 and above, the game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
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The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
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It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
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To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
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==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
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After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
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Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
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The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
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In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
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===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk/this}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
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Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
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One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
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The DFHack command &amp;lt;b&amp;gt;fix/dead-units&amp;lt;/b&amp;gt; can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again, if this is what is keeping them away.&lt;br /&gt;
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The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
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==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
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==Deterring migrants==&lt;br /&gt;
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A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. That number is not actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is currently not exactly known what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
&lt;br /&gt;
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[room]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries have not been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
* [[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
&lt;br /&gt;
* [[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you would expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tax_collector&amp;diff=291846</id>
		<title>DF2014:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tax_collector&amp;diff=291846"/>
		<updated>2023-02-28T13:23:56Z</updated>

		<summary type="html">&lt;p&gt;Desistance: the rewrite for main works here too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
The '''Tax collector''' does not exist in this version of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[40d:Tax collector|Before it was removed from the game]], the tax collector was a [[noble]] who collected taxes from your dwarves on behalf of the [[baron]], as part of the [[dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
The tax collector was removed, along with the rest of the dwarven economy, in DF v0.31.01. [[Toady One]] has stated that the dwarven economy may return after sweeping changes are made, although such changes are [http://www.bay12forums.com/smf/index.php?topic=169696.msg8451817#msg8451817 &amp;quot;a long way off&amp;quot;].&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=291637</id>
		<title>Glumprong</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=291637"/>
		<updated>2023-02-25T14:05:49Z</updated>

		<summary type="html">&lt;p&gt;Desistance: some errors i left behind from rearranging sentences: it's heavier than aboveground trees only, no sense repeating the stuff about branches twice, and glass isn't relevant to the mat discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:07, 17 February 2023 (CST)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Glumprongs''' are a type of [[above ground]] [[tree]] found only in dry, [[Surroundings#Evil|evil]] regions. Glumprong trees are notable for their unique purple color, their odd structure, and for having the heaviest [[wood]] from an [[Tree#Aboveground trees|aboveground tree]]. Glumprong trees are only trunk and roots, with no branches, [[leaf|leaves]], [[seed]]s, or [[fruit]]. However, the wood from these trees is very [[Density|dense]], twice that of most typical wood. This heavyweight wood is suboptimal for [[hauling]], but can be useful for some niche weight-based applications.&lt;br /&gt;
&lt;br /&gt;
If you embark in an [[Surroundings#Evil|evil-aligned]] area, glumprong trees may be an enticing source of wood, since they lack useful [[seed]]s and [[fruit]]. Unfortunately, glumprong wood is the second-heaviest wood in the game, behind only [[blood thorn]], a tree-like fungus found only in the deepest [[cavern]]s. The relatively high weight of glumprong [[log]]s may leave your haulers a bit more vulnerable to [[evil weather]] or [[undead|hostile local creatures]]. Once you have the logs inside, you'll find glumprong wood's higher weight makes it somewhat less useful than other types of wood for wooden containers and other tools meant for hauling, like [[barrel]]s, [[bin]]s, and [[wheelbarrow]]s. Wheelbarrows, ideally ones made of lighter wood, can be helpful for hauling glumprong logs.&lt;br /&gt;
&lt;br /&gt;
This doesn't make glumprong wood useless, though. If you'd like purple wooden [[furniture]], [[workshop]]s, or [[construction]]s, glumprong's weight scarcely matters. Glumprong logs burn into [[charcoal]] or [[ash]] just as well as any wood. There are even a few cases where the greater weight of glumprong wood is somewhat useful, like [[ballista]] bolts, [[crossbow]]s, [[trap component]]s (especially blunt ones like the [[spiked ball]]), and [[Minecart#Capacity and weights|empty minecart sorting]].&lt;br /&gt;
&lt;br /&gt;
Glumprong wood is only notably [[density|dense]] in comparison to other types of wood. It's still lighter than any [[Divine metal|non]]-[[Adamantine|spoiler]] [[metal]], [[stone]], [[ceramic]], or [[glass]]. Even relatively light metals like [[aluminum]] weigh more than twice as much. If glumprong wood is the only type of wood available to you, it is still superior to using some other [[material]] for [[barrel]]s, [[bin]]s, [[bucket]]s, [[cage]]s, [[large pot]]s, and [[wheelbarrow]]s.&lt;br /&gt;
&lt;br /&gt;
When it comes to making weapons, glumprong's weight makes it generally superior to [[bone]] or other kinds of wood, but it is still wood, and thus has very poor [[weapons-grade|weapon qualities]]. A glumprong [[spiked ball]] or crossbow [[bolt]] will outperform one made of [[birch]], but cannot match one made out of [[copper]], let alone an ideal material like [[steel]]. Glumprong is slightly better as a cheap choice for mass production, but it is still vastly inferior to metal for any military application.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] glumprongs for their ''living shadows''.&lt;br /&gt;
&lt;br /&gt;
[[File:glumprong_preview.png|thumb|300px|center|The shadows twitch when you least expect it.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Crudely drawn by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=291605</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=291605"/>
		<updated>2023-02-24T02:26:29Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* The Migrant Tier List */ this needs a massive revamp, starting on it now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
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== Skills and [[labor]] preferences ==&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
[[File:immigration_preview.png|thumb|280px|right|Immigrants from the Colonial Era.]]In v0.50.01 and above, the game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk/this}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
The DFHack command &amp;lt;b&amp;gt;fix/dead-units&amp;lt;/b&amp;gt; can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again, if this is what is keeping them away.&lt;br /&gt;
&lt;br /&gt;
The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. That number is not actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is currently not exactly known what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
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Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarfs can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
&lt;br /&gt;
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarfs who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[room]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries have not been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
* [[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
&lt;br /&gt;
* [[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you would expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291224</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291224"/>
		<updated>2023-02-21T02:48:05Z</updated>

		<summary type="html">&lt;p&gt;Desistance: this is awkwardly phrased and in a bad place, let's move it and fix it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Coffin_Premium.png]]&lt;br /&gt;
|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial receptacles''' are [[container]]s for deceased dwarves and their [[pet]]s, that are used to store their [[corpse]]s, and other [[remains]]. Somewhat confusingly, they have different names depending on the materials used to craft them, but, thankfully, they all function identically, and all are placed with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu. This article uses the term &amp;quot;coffin&amp;quot; to describe any burial receptacle, for reasons of brevity. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After a coffin is created by the appropriate crafter, it must be built (as furniture) to be used. This is done with the {{k|b}}-{{k|f}}-{{k|x}} keys. In order for the coffin to be used for burials, it needs to be part of a [[tomb]] zone. The zone can then configured to determine if citizens (default) and/or pets are allowed to be buried there. It can alternately be designated for a specific [[citizen]], either a now-deceased character who was once a citizen or a currently-living citizen for use once they die. A coffin has been assigned when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed; viewing the contents of the coffin by clicking on it will show if the assignee has been successfully interred.&lt;br /&gt;
&lt;br /&gt;
Enabling one of the burial options for citizens/pets will cause the coffin to be automatically assigned to the next creature/pet in the burial queue. Creatures are added to the burial queue when the game notifies you that the creature is dead. (An announcement that they are missing is not sufficient. If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting the corpse to be buried.) The burial queue is the only way to bury pets, caravan guards, and other visitors.&lt;br /&gt;
&lt;br /&gt;
To bury a specific citizen in a particular coffin, assign the coffin's [[tomb]] to the citizen in question. Tombs can be retroactively assigned to dead citizens and residents, allowing the assignee to skip the auto-burial queue. Unfortunately, non-residents cannot be assigned tombs. To get a non-resident into a particular coffin, make sure that no other coffins are available for burial and that the selected creature is next in line for burial. If said creature has already been buried, simply deconstruct the old coffin and that creature will be first in line for a new one. (Deconstructing a coffin will not destroy the remains inside.)&lt;br /&gt;
&lt;br /&gt;
Coffins do not prevent [[reanimation]], though permanent burial may still be possible if the deceased was thoughtful enough to provide one or more non-reanimatable body parts (e.g. teeth).&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
Coffins aren't the only way to properly honor the memory of a deceased dwarf. The player may instead engrave [[slab]]s as memorials, and place them as furniture anywhere you like. This is enough to put [[ghost|troubled souls]] to rest, at which point you can treat the corpse like any other [[refuse]] as far as the late dwarf is concerned.&lt;br /&gt;
&lt;br /&gt;
However, coffins have some advantages over memorial slabs. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if the corpses of their loved ones remain unburied, especially if they decay away or burn up in a [[fire]] or [[magma]]. Unburied corpses of sentient creatures are also sources of negative thoughts for all characters: sentient creatures don't like seeing unburied corpses of other sentient creatures, and rotting corpses and body parts generate unpleasant [[miasma]] if they're [[underground]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
*Dwarves fail to bury  reanimated corpses.{{bug|10396}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[File:rustic_coffin.jpg|thumb|290px|center|&amp;quot;Bury me with my booze.&amp;quot;]]&lt;br /&gt;
It is said among [[Dwarf|dwarves]] that the only two constants in life are [[death]] and [[Tax collector|taxes]]. However, taxes were removed, giving [[Necromancer|some dwarves]] hope for an [[Intelligent undead|escape]] from the other.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tax_collector&amp;diff=291206</id>
		<title>Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tax_collector&amp;diff=291206"/>
		<updated>2023-02-20T11:21:42Z</updated>

		<summary type="html">&lt;p&gt;Desistance: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
The '''Tax collector''' does not exist in this version of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[40d:Tax collector|Before it was removed from the game]], the tax collector was a [[noble]] who collected taxes from your dwarves on behalf of the [[baron]], as part of the [[dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
The tax collector was removed, along with the rest of the dwarven economy, in DF v0.31.01. [[Toady One]] has stated that the dwarven economy may return after sweeping changes are made, although such changes are [http://www.bay12forums.com/smf/index.php?topic=169696.msg8451817#msg8451817 &amp;quot;a long way off&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
[[ru:Tax collector]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tax_collector&amp;diff=291205</id>
		<title>Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tax_collector&amp;diff=291205"/>
		<updated>2023-02-20T11:21:32Z</updated>

		<summary type="html">&lt;p&gt;Desistance: restoring this as a stub of an old feature rather than a redir to another namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Tax collector]]&lt;br /&gt;
&lt;br /&gt;
{{Quality|}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
The '''Tax collector''' does not exist in this version of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[40d:Tax collector|Before it was removed from the game]], the tax collector was a [[noble]] who collected taxes from your dwarves on behalf of the [[baron]], as part of the [[dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
The tax collector was removed, along with the rest of the dwarven economy, in DF v0.31.01. [[Toady One]] has stated that the dwarven economy may return after sweeping changes are made, although such changes are [http://www.bay12forums.com/smf/index.php?topic=169696.msg8451817#msg8451817 &amp;quot;a long way off&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
[[ru:Tax collector]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291200</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291200"/>
		<updated>2023-02-20T11:05:16Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Bugs */ I think both of these might be fixed but I'm 100% sure about werecreatures being fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Coffin_Premium.png]]&lt;br /&gt;
|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial receptacles''' are [[container]]s for deceased dwarves and their [[pet]]s, that are used to store their [[corpse]]s, and other [[remains]]. Somewhat confusingly, they have different names depending on the materials used to craft them, but, thankfully, they all function identically, and all are placed with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu. This article uses the term &amp;quot;coffin&amp;quot; to describe any burial receptacle, for reasons of brevity. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After a coffin is created by the appropriate crafter, it must be built (as furniture) to be used. This is done with the {{k|b}}-{{k|f}}-{{k|x}} keys. In order for the coffin to be used for burials, it needs to be part of a [[tomb]] zone. The zone can then configured to determine if citizens (default) and/or pets are allowed to be buried there. It can alternately be designated for a specific [[citizen]], either a now-deceased character who was once a citizen or a currently-living citizen for use once they die. A coffin has been assigned when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed; viewing the contents of the coffin by clicking on it will show if the assignee has been successfully interred.&lt;br /&gt;
&lt;br /&gt;
Enabling one of the burial options for citizens/pets will cause the coffin to be automatically assigned to the next creature/pet in the burial queue. Creatures are added to the burial queue when the game notifies you that the creature is dead. (An announcement that they are missing is not sufficient. If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting the corpse to be buried.) The burial queue is the only way to bury pets, caravan guards, and other visitors.&lt;br /&gt;
&lt;br /&gt;
To bury a specific citizen in a particular coffin, assign the coffin's [[tomb]] to the citizen in question. Tombs can be retroactively assigned to dead citizens and residents, allowing the assignee to skip the auto-burial queue. Unfortunately, non-residents cannot be assigned tombs. To get a non-resident into a particular coffin, make sure that no other coffins are available for burial and that the selected creature is next in line for burial. If said creature has already been buried, simply deconstruct the old coffin and that creature will be first in line for a new one. (Deconstructing a coffin will not destroy the remains inside.)&lt;br /&gt;
&lt;br /&gt;
Coffins do not prevent [[reanimation]], though permanent burial may still be possible if the deceased was thoughtful enough to provide one or more non-reanimatable body parts (e.g. teeth).&lt;br /&gt;
&lt;br /&gt;
[[File:rustic_coffin.jpg|thumb|290px|center|&amp;quot;Be sure to bury my favorite alcohol with me.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
Coffins aren't the only way to properly honor the memory of a deceased dwarf. The player may instead engrave [[slab]]s as memorials, and place them as furniture anywhere you like. This is enough to put [[ghost|troubled souls]] to rest, at which point you can treat the corpse like any other [[refuse]] as far as the late dwarf is concerned.&lt;br /&gt;
&lt;br /&gt;
However, coffins have some advantages over memorial slabs. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if the corpses of their loved ones remain unburied, especially if they decay away or burn up in a [[fire]] or [[magma]]. Unburied corpses of sentient creatures are also sources of negative thoughts for all characters: sentient creatures don't like seeing unburied corpses of other sentient creatures, and rotting corpses and body parts generate unpleasant [[miasma]] if they're [[underground]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
*Dwarves fail to bury  reanimated corpses.{{bug|10396}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is said among [[Dwarf|dwarves]] that the only two constants in life are [[death]] and [[Tax collector|taxes]]. However, taxes were removed, giving [[Necromancer|some dwarves]] hope for an [[Intelligent undead|escape]] from the other.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291199</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291199"/>
		<updated>2023-02-20T11:04:26Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Advantages */ rephrasing a lot of this, there was a bunch of weird choppiness and passive voice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Coffin_Premium.png]]&lt;br /&gt;
|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial receptacles''' are [[container]]s for deceased dwarves and their [[pet]]s, that are used to store their [[corpse]]s, and other [[remains]]. Somewhat confusingly, they have different names depending on the materials used to craft them, but, thankfully, they all function identically, and all are placed with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu. This article uses the term &amp;quot;coffin&amp;quot; to describe any burial receptacle, for reasons of brevity. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After a coffin is created by the appropriate crafter, it must be built (as furniture) to be used. This is done with the {{k|b}}-{{k|f}}-{{k|x}} keys. In order for the coffin to be used for burials, it needs to be part of a [[tomb]] zone. The zone can then configured to determine if citizens (default) and/or pets are allowed to be buried there. It can alternately be designated for a specific [[citizen]], either a now-deceased character who was once a citizen or a currently-living citizen for use once they die. A coffin has been assigned when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed; viewing the contents of the coffin by clicking on it will show if the assignee has been successfully interred.&lt;br /&gt;
&lt;br /&gt;
Enabling one of the burial options for citizens/pets will cause the coffin to be automatically assigned to the next creature/pet in the burial queue. Creatures are added to the burial queue when the game notifies you that the creature is dead. (An announcement that they are missing is not sufficient. If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting the corpse to be buried.) The burial queue is the only way to bury pets, caravan guards, and other visitors.&lt;br /&gt;
&lt;br /&gt;
To bury a specific citizen in a particular coffin, assign the coffin's [[tomb]] to the citizen in question. Tombs can be retroactively assigned to dead citizens and residents, allowing the assignee to skip the auto-burial queue. Unfortunately, non-residents cannot be assigned tombs. To get a non-resident into a particular coffin, make sure that no other coffins are available for burial and that the selected creature is next in line for burial. If said creature has already been buried, simply deconstruct the old coffin and that creature will be first in line for a new one. (Deconstructing a coffin will not destroy the remains inside.)&lt;br /&gt;
&lt;br /&gt;
Coffins do not prevent [[reanimation]], though permanent burial may still be possible if the deceased was thoughtful enough to provide one or more non-reanimatable body parts (e.g. teeth).&lt;br /&gt;
&lt;br /&gt;
[[File:rustic_coffin.jpg|thumb|290px|center|&amp;quot;Be sure to bury my favorite alcohol with me.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
Coffins aren't the only way to properly honor the memory of a deceased dwarf. The player may instead engrave [[slab]]s as memorials, and place them as furniture anywhere you like. This is enough to put [[ghost|troubled souls]] to rest, at which point you can treat the corpse like any other [[refuse]] as far as the late dwarf is concerned.&lt;br /&gt;
&lt;br /&gt;
However, coffins have some advantages over memorial slabs. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if the corpses of their loved ones remain unburied, especially if they decay away or burn up in a [[fire]] or [[magma]]. Unburied corpses of sentient creatures are also sources of negative thoughts for all characters: sentient creatures don't like seeing unburied corpses of other sentient creatures, and rotting corpses and body parts generate unpleasant [[miasma]] if they're [[underground]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
*Dwarves fail to bury remains of werecreatures{{bug|5431}} and reanimated corpses.{{bug|10396}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is said among [[Dwarf|dwarves]] that the only two constants in life are [[death]] and [[Tax collector|taxes]]. However, taxes were removed, giving [[Necromancer|some dwarves]] hope for an [[Intelligent undead|escape]] from the other.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291193</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=291193"/>
		<updated>2023-02-20T10:45:10Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Usage */ clarify: you can assign them to a dead person, presumably for use right away, or to a living person, for use once they die&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Coffin_Premium.png]]&lt;br /&gt;
|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial receptacles''' are [[container]]s for deceased dwarves and their [[pet]]s, that are used to store their [[corpse]]s, and other [[remains]]. Somewhat confusingly, they have different names depending on the materials used to craft them, but, thankfully, they all function identically, and all are placed with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu. This article uses the term &amp;quot;coffin&amp;quot; to describe any burial receptacle, for reasons of brevity. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After a coffin is created by the appropriate crafter, it must be built (as furniture) to be used. This is done with the {{k|b}}-{{k|f}}-{{k|x}} keys. In order for the coffin to be used for burials, it needs to be part of a [[tomb]] zone. The zone can then configured to determine if citizens (default) and/or pets are allowed to be buried there. It can alternately be designated for a specific [[citizen]], either a now-deceased character who was once a citizen or a currently-living citizen for use once they die. A coffin has been assigned when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed; viewing the contents of the coffin by clicking on it will show if the assignee has been successfully interred.&lt;br /&gt;
&lt;br /&gt;
Enabling one of the burial options for citizens/pets will cause the coffin to be automatically assigned to the next creature/pet in the burial queue. Creatures are added to the burial queue when the game notifies you that the creature is dead. (An announcement that they are missing is not sufficient. If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting the corpse to be buried.) The burial queue is the only way to bury pets, caravan guards, and other visitors.&lt;br /&gt;
&lt;br /&gt;
To bury a specific citizen in a particular coffin, assign the coffin's [[tomb]] to the citizen in question. Tombs can be retroactively assigned to dead citizens and residents, allowing the assignee to skip the auto-burial queue. Unfortunately, non-residents cannot be assigned tombs. To get a non-resident into a particular coffin, make sure that no other coffins are available for burial and that the selected creature is next in line for burial. If said creature has already been buried, simply deconstruct the old coffin and that creature will be first in line for a new one. (Deconstructing a coffin will not destroy the remains inside.)&lt;br /&gt;
&lt;br /&gt;
Coffins do not prevent [[reanimation]], though permanent burial may still be possible if the deceased was thoughtful enough to provide one or more non-reanimatable body parts (e.g. teeth).&lt;br /&gt;
&lt;br /&gt;
[[File:rustic_coffin.jpg|thumb|290px|center|&amp;quot;Be sure to bury my favorite alcohol with me.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
It is not required to bury the dead; the player may instead engrave [[slab]]s and build [[memorial]]s. One can even simply haul dwarven remains to a corpse [[stockpile]], throw them into [[magma]], or leave them to rot where they fell, though these things have several serious consequences. A dwarf viewing the unburied body of any sentient species will receive a horrified thought. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if their loved ones remain unburied, especially if they decay (or [[magma|burn]]) away, and [[miasma]] will be generated if corpses rot inside the fortress. Particularly troubled souls may decide to [[ghost|come back for revenge]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
*Dwarves fail to bury remains of werecreatures{{bug|5431}} and reanimated corpses.{{bug|10396}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is said among [[Dwarf|dwarves]] that the only two constants in life are [[death]] and [[Tax collector|taxes]]. However, taxes were removed, giving [[Necromancer|some dwarves]] hope for an [[Intelligent undead|escape]] from the other.&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=290708</id>
		<title>Glumprong</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=290708"/>
		<updated>2023-02-13T09:22:34Z</updated>

		<summary type="html">&lt;p&gt;Desistance: forgot one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Glumprongs''' are a type of [[above ground]] [[tree]] found only in dry, [[Surroundings#Evil|evil]] regions. Glumprong trees are notable for their unique purple color, their odd structure, and for having the heaviest [[wood]] from an [[Tree#Aboveground trees|tree]]. Glumprong trees are only trunk and roots, with no branches, [[leaf|leaves]], [[seed]]s, or [[fruit]]. However, the wood from these trees is very [[Density|dense]], twice that of most typical wood. This heavyweight wood is suboptimal for [[hauling]], but can be useful for some niche weight-based applications.&lt;br /&gt;
&lt;br /&gt;
If you embark in an [[Surroundings#Evil|evil-aligned]] area, glumprong trees may be an enticing source of wood, since they lack useful [[seed]]s or [[fruit]]. In fact, they lack branches and leaves entirely. Unfortunately, glumprong wood is very heavy, the heaviest among [[Tree#Aboveground trees|aboveground tree]]s and second only to [[blood thorn]], which is found only in the deepest underground [[cavern]]s. The relatively high weight of glumprong [[log]]s may leave your haulers a bit more vulnerable to [[evil weather]] or [[undead|hostile local creatures]]. Once you have the logs inside, you'll find glumprong wood's higher weight makes it somewhat less useful than other types of wood for wooden containers and other tools meant for hauling, like [[barrel]]s, [[bin]]s, and [[wheelbarrow]]s. Wheelbarrows, ideally ones made of lighter wood, can be helpful for hauling glumprong logs.&lt;br /&gt;
&lt;br /&gt;
This doesn't make glumprong wood useless, though. If you'd like purple wooden [[furniture]], [[workshop]]s, or [[construction]]s, glumprong's weight scarcely matters. Glumprong logs burn into [[charcoal]] or [[ash]] just as well as any wood. There are even a few cases where the greater weight of glumprong wood is somewhat useful, like [[ballista]] bolts, [[crossbow]]s, [[trap component]]s (especially blunt ones like the [[spiked ball]]), and [[Minecart#Capacity and weights|empty minecart sorting]].&lt;br /&gt;
&lt;br /&gt;
Glumprong wood is only notably [[density|dense]] in comparison to other types of wood. It's still lighter than any [[Divine metal|non]]-[[Adamantine|spoiler]] [[metal]], [[stone]], [[ceramic]], or [[glass]]. Even relatively light metals like [[aluminum]] weigh more than twice as much. If glumprong wood is the only type of wood available to you, it is still superior to using some other [[material]] for [[barrel]]s, [[bin]]s, [[bucket]]s, [[cage]]s, [[large pot]]s, and [[wheelbarrow]]s.&lt;br /&gt;
&lt;br /&gt;
When it comes to making weapons, glumprong's weight makes it generally superior to [[bone]] or other kinds of wood, but it is still wood, and thus has very poor [[weapons-grade|weapon qualities]]. A glumprong [[spiked ball]] or crossbow [[bolt]] will outperform one made of [[birch]], but cannot match one made out of [[glass]] or [[copper]], let alone an ideal material like [[steel]]. Glumprong is slightly better as a cheap choice for mass production, but it is still vastly inferior to metal for any military application.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] glumprongs for their ''living shadows''.&lt;br /&gt;
&lt;br /&gt;
[[File:glumprong_preview.png|thumb|300px|center|The shadows twitch when you least expect it.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Crudely drawn by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=290707</id>
		<title>Glumprong</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=290707"/>
		<updated>2023-02-13T09:06:13Z</updated>

		<summary type="html">&lt;p&gt;Desistance: missing word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Glumprongs''' are a type of [[above ground]] [[tree]] found only in dry, [[Surroundings#Evil|evil]] regions. Glumprong trees are notable for their unique purple color, their odd structure, and for having the heaviest [[wood]] from an [[Tree#Aboveground trees|tree]]. Glumprong trees are only trunk and roots, with no branches, [[leaf|leaves]], [[seed]]s, or [[fruit]]. However, the wood from these trees is very [[Density|dense]], twice that of most typical wood. This heavyweight wood is suboptimal for [[hauling]], but can be useful for some niche weight-based applications.&lt;br /&gt;
&lt;br /&gt;
If you embark in an [[Surroundings#Evil|evil-aligned]] area, glumprong trees may be an enticing source of wood, since they lack useful [[seed]]s or [[fruit]]. In fact, they lack branches and leaves entirely. Unfortunately, glumprong wood is very heavy, the heaviest among [[Tree#Aboveground trees|aboveground tree]]s and second only to [[blood thorn]], which is found only in the deepest underground [[cavern]]s. The relatively high weight of glumprong [[log]]s may leave your haulers a bit more vulnerable to [[evil weather]] or [[undead|hostile local creatures]]. Once you have the logs inside, you'll find glumprong wood's higher weight makes it somewhat less useful than other types of wood for wooden containers and other tools meant for hauling, like [[barrel]]s, [[bin]]s, and [[wheelbarrow]]s. Wheelbarrows, ideally ones made of lighter wood, can be helpful for hauling glumprong logs.&lt;br /&gt;
&lt;br /&gt;
This doesn't make glumprong wood useless, though. If you'd like purple wooden [[furniture]], [[workshop]]s, or [[construction]]s, glumprong's weight scarcely matters. Glumprong logs burn into [[charcoal]] or [[ash]] just as well as any wood. There are even a few cases where the greater weight of glumprong wood is somewhat useful, like [[ballista]] bolts, [[crossbow]]s, [[trap component]]s (especially blunt ones like the [[spiked ball]]), and [[Minecart#Capacity and weights|empty minecart sorting]].&lt;br /&gt;
&lt;br /&gt;
Glumprong wood is only notably [[density|dense]] in comparison to other types of wood. It's still lighter than any [[Divine metal|non]]-[[Adamantine|spoiler]] [[metal]], [[stone]], [[ceramic]], or [[glass]]. Even relatively light metals like [[aluminum]] weigh more than twice as much. If glumprong wood is the only type of wood available to you, it is still superior to using some other [[material]] for [[barrel]]s, [[bin]]s, [[bucket]]s, [[large pot]]s, and [[wheelbarrow]]s.&lt;br /&gt;
&lt;br /&gt;
When it comes to making weapons, glumprong's weight makes it generally superior to [[bone]] or other kinds of wood, but it is still wood, and thus has very poor [[weapons-grade|weapon qualities]]. A glumprong [[spiked ball]] or crossbow [[bolt]] will outperform one made of [[birch]], but cannot match one made out of [[glass]] or [[copper]], let alone an ideal material like [[steel]]. Glumprong is slightly better as a cheap choice for mass production, but it is still vastly inferior to metal for any military application.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] glumprongs for their ''living shadows''.&lt;br /&gt;
&lt;br /&gt;
[[File:glumprong_preview.png|thumb|300px|center|The shadows twitch when you least expect it.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Crudely drawn by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=290706</id>
		<title>Glumprong</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glumprong&amp;diff=290706"/>
		<updated>2023-02-13T08:59:58Z</updated>

		<summary type="html">&lt;p&gt;Desistance: rewrite; the importance of weight is really exaggerated here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Glumprongs''' are a type of [[above ground]] [[tree]] found only in dry, [[Surroundings#Evil|evil]] regions. Glumprong trees are notable for their unique purple color, their odd structure, and for having the heaviest [[wood]] from an [[Tree#Aboveground trees|tree]]. Glumprong trees are only trunk and roots, with no branches, [[leaf|leaves]], [[seed]]s, or [[fruit]]. However, the wood from these trees is very [[Density|dense]], twice that of most typical wood. This heavyweight wood is suboptimal for [[hauling]], but can be useful for some niche weight-based applications.&lt;br /&gt;
&lt;br /&gt;
If you embark in an [[Surroundings#Evil|evil-aligned]] area, glumprong trees may be an enticing source of wood, since they lack useful [[seed]]s or [[fruit]]. In fact, they lack branches and leaves entirely. Unfortunately, glumprong wood is very heavy, the heaviest among [[Tree#Aboveground trees|tree]]s and second only to [[blood thorn]], which is found only in the deepest underground [[cavern]]s. The relatively high weight of glumprong [[log]]s may leave your haulers a bit more vulnerable to [[evil weather]] or [[undead|hostile local creatures]]. Once you have the logs inside, you'll find glumprong wood's higher weight makes it somewhat less useful than other types of wood for wooden containers and other tools meant for hauling, like [[barrel]]s, [[bin]]s, and [[wheelbarrow]]s. Wheelbarrows, ideally ones made of lighter wood, can be helpful for hauling glumprong logs.&lt;br /&gt;
&lt;br /&gt;
This doesn't make glumprong wood useless, though. If you'd like purple wooden [[furniture]], [[workshop]]s, or [[construction]]s, glumprong's weight scarcely matters. Glumprong logs burn into [[charcoal]] or [[ash]] just as well as any wood. There are even a few cases where the greater weight of glumprong wood is somewhat useful, like [[ballista]] bolts, [[crossbow]]s, [[trap component]]s (especially blunt ones like the [[spiked ball]]), and [[Minecart#Capacity and weights|empty minecart sorting]].&lt;br /&gt;
&lt;br /&gt;
Glumprong wood is only notably [[density|dense]] in comparison to other types of wood. It's still lighter than any [[Divine metal|non]]-[[Adamantine|spoiler]] [[metal]], [[stone]], [[ceramic]], or [[glass]]. Even relatively light metals like [[aluminum]] weigh more than twice as much. If glumprong wood is the only type of wood available to you, it is still superior to using some other [[material]] for [[barrel]]s, [[bin]]s, [[bucket]]s, [[large pot]]s, and [[wheelbarrow]]s.&lt;br /&gt;
&lt;br /&gt;
When it comes to making weapons, glumprong's weight makes it generally superior to [[bone]] or other kinds of wood, but it is still wood, and thus has very poor [[weapons-grade|weapon qualities]]. A glumprong [[spiked ball]] or crossbow [[bolt]] will outperform one made of [[birch]], but cannot match one made out of [[glass]] or [[copper]], let alone an ideal material like [[steel]]. Glumprong is slightly better as a cheap choice for mass production, but it is still vastly inferior to metal for any military application.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] glumprongs for their ''living shadows''.&lt;br /&gt;
&lt;br /&gt;
[[File:glumprong_preview.png|thumb|300px|center|The shadows twitch when you least expect it.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Crudely drawn by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Environment&amp;diff=290705</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Environment&amp;diff=290705"/>
		<updated>2023-02-13T07:57:05Z</updated>

		<summary type="html">&lt;p&gt;Desistance: useful redir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Biome]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=289456</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=289456"/>
		<updated>2023-02-03T05:00:58Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ wax is ok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows and large gems made of crystal or clear glass&amp;lt;/s&amp;gt;&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''Large clear and crystal glass gems are indeed unacceptable'' [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 09:53, 17 January 2023 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] &amp;lt;s&amp;gt;and [[traction bench]]es&amp;lt;/s&amp;gt;. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
** ''Both of the parts of a traction bench that can be non-elf-safe are still present on the final product, so this isn't accurate for them. Still need to test with books [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 02:03, 14 January 2023 (UTC)&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Wax is okay. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 05:00, 3 February 2023 (UTC)''&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Eggs get bounced [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 01:14, 17 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alligator_snapping_turtle&amp;diff=286813</id>
		<title>Alligator snapping turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alligator_snapping_turtle&amp;diff=286813"/>
		<updated>2023-01-21T06:40:09Z</updated>

		<summary type="html">&lt;p&gt;Desistance: link&lt;/p&gt;
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&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=Alligator Snapping Turtle.png&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=12&lt;br /&gt;
|bone=17&lt;br /&gt;
|skull=1&lt;br /&gt;
|shell=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|scale=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Alligator snapping turtles''' are [[amphibious]] and carnivorous [[creature]]s found in [[temperate]] [[lake]]s, [[river]]s and [[pool]]s, where they may appear one at a time. They are more formidable than their [[common snapping turtle]] cousins, being over twice heavier, making them larger than the average [[dwarf]]. If provoked, they will retaliate with bites, potentially leading to lost fingers or hands... or whole dwarves.&lt;br /&gt;
&lt;br /&gt;
Alligator snapping turtles can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into cheap exotic [[pet]]s. Due to their larger size than [[common snapping turtle]]s, they make for a more attractive source of [[meat]] and [[bone]]s when [[butcher]]ed. They may also be placed in a [[nest box]] to lay [[egg]]s for [[cook]]ing.&lt;br /&gt;
&lt;br /&gt;
Some dwarves like alligator snapping turtles for their ''vicious bites'' and their ''long necks''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Alligator snapping turtle.jpg|thumb|center|400px|Admired for their ''vicious bites''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=286275</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=286275"/>
		<updated>2023-01-18T00:34:39Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Unacceptable items */ moving this up so it doesn't get lost as much&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:Barter-Chickens for Subscription.jpg|thumb|300px|right|Bartering in the olden times.]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves.&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=400px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower left corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. If the Trader Profit is listed in green rather than yellow or red the trade will always be accepted.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an artifact, you will receive a special screen:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Gray|7:0}}&lt;br /&gt;
| Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which involve animal products, wood, or used wood in their creation (clear glass, for example) to [[elves]], as they will refuse the trade, take offense, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however. See bellow and the [[elves]] page for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* If your trade depot has no values for the worth of items, then ensuring that a dwarf with the Appraiser skill is assigned as the trader will cause the values to appear.&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], and [[lye]]. Note the exception for ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elf [[historical figure]]s wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarfs can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. It doesn't matter how well you treat your [[sheep]], elves still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], [[papyrus]], and [[paper]].&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and were made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
:* Usually your first caravan opportunity&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a chief treasurer to negotiate import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, which will raise the visiting trader's mood. This can only be done once each year.&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
{{Verify|Are we sure that this section is correct?}}&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|3:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|1:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|4:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|5:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin they will demand in a trade. Dwarven merchants start off wanting about 100% profit, maybe a little more. If you repeatedly offer less than what they expect, that will &amp;quot;lower&amp;quot; their mood.  If, on the other hand, you meet or exceed their expectation, that will, over several trades, improve their mood. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed merchants are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend merchants with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades more aggressively, working them down to about a 30% profit. With the merchant in such a good mood, they are more likely to counteroffer than reject a trade outright. If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[https://dwarffortress.mantishub.io/view.php?id=293#c8393]&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level Trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286274</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=286274"/>
		<updated>2023-01-18T00:32:39Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Diplomats */&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and other races. Elves often prefer using wood (and sometimes glass) for their weapons and armor these do very little damage compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]] and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects wooden/animal derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears. They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over treecutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|the Civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed those poor souls' lives, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge sources of fun]] depending upon what animals their civ has access to.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is ''especially'' noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives. &lt;br /&gt;
Because of this, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - if a player is telling a story about a gruesome incident of sorts, there's a high chance it'll involve at least one elf as the victim.  The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike most other fantasy settings, ''Dwarf Fortress'' elves don't really have any redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]]), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys.  Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[DF2014:Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=286273</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=286273"/>
		<updated>2023-01-18T00:32:17Z</updated>

		<summary type="html">&lt;p&gt;Desistance: &lt;/p&gt;
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[[File:Barter-Chickens for Subscription.jpg|thumb|300px|right|Bartering in the olden times.]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves.&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=400px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower left corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. If the Trader Profit is listed in green rather than yellow or red the trade will always be accepted.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an artifact, you will receive a special screen:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Gray|7:0}}&lt;br /&gt;
| Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which involve animal products, wood, or used wood in their creation (clear glass, for example) to [[elves]], as they will refuse the trade, take offense, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however. See bellow and the [[elves]] page for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* If your trade depot has no values for the worth of items, then ensuring that a dwarf with the Appraiser skill is assigned as the trader will cause the values to appear.&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
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If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], and [[lye]]. Note the exception for ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elf [[historical figure]]s wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarfs can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. It doesn't matter how well you treat your [[sheep]], elves still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], [[papyrus]], and [[paper]].&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and were made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
:* Usually your first caravan opportunity&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a chief treasurer to negotiate import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, which will raise the visiting trader's mood. This can only be done once each year.&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
{{Verify|Are we sure that this section is correct?}}&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|3:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|1:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|4:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|5:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin they will demand in a trade. Dwarven merchants start off wanting about 100% profit, maybe a little more. If you repeatedly offer less than what they expect, that will &amp;quot;lower&amp;quot; their mood.  If, on the other hand, you meet or exceed their expectation, that will, over several trades, improve their mood. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed merchants are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend merchants with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades more aggressively, working them down to about a 30% profit. With the merchant in such a good mood, they are more likely to counteroffer than reject a trade outright. If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[https://dwarffortress.mantishub.io/view.php?id=293#c8393]&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level Trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=286234</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=286234"/>
		<updated>2023-01-17T09:53:53Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ large gems are not okay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows and large gems made of crystal or clear glass&amp;lt;/s&amp;gt;&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''Large clear and crystal glass gems are indeed unacceptable'' [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 09:53, 17 January 2023 (UTC)&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] &amp;lt;s&amp;gt;and [[traction bench]]es&amp;lt;/s&amp;gt;. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
** ''Both of the parts of a traction bench that can be non-elf-safe are still present on the final product, so this isn't accurate for them. Still need to test with books [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 02:03, 14 January 2023 (UTC)&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Eggs get bounced [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 01:14, 17 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=286233</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=286233"/>
		<updated>2023-01-17T09:53:02Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Acceptable items */ a note about large gems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:Barter-Chickens for Subscription.jpg|thumb|300px|right|Bartering in the olden times.]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves.&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=400px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower left corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. If the Trader Profit is listed in green rather than yellow or red the trade will always be accepted.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an artifact, you will receive a special screen:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Gray|7:0}}&lt;br /&gt;
| Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which involve animal products, wood, or used wood in their creation (clear glass, for example) to [[elves]], as they will refuse the trade, take offense, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however. See bellow and the [[elves]] page for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* If your trade depot has no values for the worth of items, then ensuring that a dwarf with the Appraiser skill is assigned as the trader will cause the values to appear.&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
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=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground tree|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], and [[lye]]. Note the exception for ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elf [[historical figure]]s wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarfs can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. It doesn't matter how well you treat your [[sheep]], elves still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], [[papyrus]], and [[paper]].&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and were made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
:* Usually your first caravan opportunity&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a chief treasurer to negotiate import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, which will raise the visiting trader's mood. This can only be done once each year.&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
{{Verify|Are we sure that this section is correct?}}&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|3:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|1:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|4:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|5:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin they will demand in a trade. Dwarven merchants start off wanting about 100% profit, maybe a little more. If you repeatedly offer less than what they expect, that will &amp;quot;lower&amp;quot; their mood.  If, on the other hand, you meet or exceed their expectation, that will, over several trades, improve their mood. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed merchants are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend merchants with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades more aggressively, working them down to about a 30% profit. With the merchant in such a good mood, they are more likely to counteroffer than reject a trade outright. If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[https://dwarffortress.mantishub.io/view.php?id=293#c8393]&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level Trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=286184</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=286184"/>
		<updated>2023-01-17T01:15:15Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows&amp;lt;/s&amp;gt; and large gems made of crystal or clear glass&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] &amp;lt;s&amp;gt;and [[traction bench]]es&amp;lt;/s&amp;gt;. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
** ''Both of the parts of a traction bench that can be non-elf-safe are still present on the final product, so this isn't accurate for them. Still need to test with books [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 02:03, 14 January 2023 (UTC)&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Eggs get bounced [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 01:14, 17 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=286183</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=286183"/>
		<updated>2023-01-17T01:14:48Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows&amp;lt;/s&amp;gt; and large gems made of crystal or clear glass&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] &amp;lt;s&amp;gt;and [[traction bench]]es&amp;lt;/s&amp;gt;. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
** ''Both of the parts of a traction bench that can be non-elf-safe are still present on the final product, so this isn't accurate for them. Still need to test with books [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 02:03, 14 January 2023 (UTC)&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
** ''Eggs get bounced [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 01:14, 17 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286063</id>
		<title>Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286063"/>
		<updated>2023-01-16T02:15:57Z</updated>

		<summary type="html">&lt;p&gt;Desistance: redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
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{{av}}&lt;br /&gt;
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&amp;quot;'''Goblinite'''&amp;quot; is an unofficial term for the [[metal]] and [[clothing]] resources that can be picked from of the [[corpse]]s and severed [[body part]]s of your enemies. Traditionally, this means [[goblin]] corpses, but new developments in [[diplomacy]] have made it possible to mine new veins of goblinite. Depending on the fortress, such items may be an important supplement to normally-produced or -traded [[armor]], [[weapon]]s, and [[clothing]]. The clothing content of [[siege]]s can almost single-handedly provide an entire fortress with clothes (albeit with the occasional [[wear|Xsuspiciously axe-shaped holeX]] in them), while [[melt|melting]] down weapons and armor can make up for a lack of ore at an embark site. Even useless items, like wrong-sized clothing or weapons made of inappropriate [[material]]s, can always be sold to the next [[caravan]].&lt;br /&gt;
&lt;br /&gt;
The type of loot your enemies helpfully supply will depend both on the civilization and the race. The civilization will determine the type of items they bring. This can include items [[Weapon#Foreign weapons|dwarves can't make themselves]], which could be a very useful high-quality iron [[whip]], a mere curiosity like a leather turban, or a useless silver [[halberd]]. The race will determine what [[Clothing#Size|size]] the clothing and armor are. These items will generally be low-quality, except in the case of warlords, mercenaries, or races that particularly [[Ethics|value craftsmanship]], like humans or other dwarves. A warlord's master-quality gear can be quite useful, as long as it's something like an iron [[spear]] or helm and not a copper [[short sword]] or wooden [[low boot]].&lt;br /&gt;
&lt;br /&gt;
Raids aren't necessarily homogeneous, either. A siege might include allies or other races who live alongside your enemies. Angering a human city might mean you're attacked by a few humans but many of their [[animal person]] allies. While a goblin force will almost always consist mainly of goblins, it can also include the occasional [[Thief#Goblin snatchers|adopted]] character of another race. These characters will generally be wearing the same sort of items as their compatriots, but sized appropriately. A troll fighting alongside goblins will be wearing the same sort of clothing as the goblins, but [[Clothing#Size|it will be too large for dwarves to wear]]. Attacking enemies can also include mercenaries, who might be any intelligent race and have any sort of equipment.&lt;br /&gt;
&lt;br /&gt;
Many races also ride [[mount]]s, which generally don't have equipment, but are helpfully [[Butcher|made of]] delicious [[meat]] and useful [[bone]] and [[leather]]. (Technically, so is everyone, but dwarves have pesky [[Ethics|moral objections]] to butchering anything more intelligent than a cat.) If you [[Captured creatures|capture]] these mounts in a [[cage trap]], you can [[Animal trainer|train]] them, but they'll always be hostile to your fortress, and can even cause [[Losing|Fun]] [[loyalty cascade]]s. The main use would be training the [[animal trainer]] skill or simply allowing you to easily slaughter the captive mounts, or you could sell unintelligent mounts in [[cage]]s to the next passing [[trade caravan]]. If you really must have your own [[beak dog]]s, however, with some careful micromanagement you can [[Breeding|breed]] enemy mounts, and their offspring won't be inherently hostile once trained.&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
[[Goblin]]s are always hostile to dwarves, and can't ever be reasoned with. That's not a bad thing, since goblins generally make their weapons, armor, and shields out of useful [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Goblins mainly use the same sorts of weapons as dwarves, but can also have [[large dagger]]s, [[whip]]s, [[flail]]s, [[scourge]]s, [[scimitar]]s, and [[bow]]s and [[arrow]]s. Their clothing is also handy, since it's the correct [[Clothing#Size|size]] for dwarves to wear. All of these can be used as-is, although some of the exotic weapons, like bows and the various whip-like weapons, have odd [[combat skill]]s that don't match up with any dwarf-made weapons, making them a bit of a dead-end long term. Alternately, the metal equipment can be [[Melt item|melted down]] to serve as the raw material for superior, dwarf-made arms and armor.&lt;br /&gt;
&lt;br /&gt;
[[Thief#Goblin snatcher|Goblin thieves]] will only have a [[large dagger]] if they have any weapon at all and rarely wear any armor to speak of, but they do bring a [[bag]] that holds seeds or flour just as well as a dwarven child.&lt;br /&gt;
&lt;br /&gt;
Goblin invaders often ride various creatures from the [[cavern]]s. On one hand, this means potentially fun (or [[losing|Fun]]) pets like [[blind cave bear]]s or [[jabberer]]s. On the other hand, dwarves can simply dig down to the caverns and capture these creatures themselves.&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
If you anger the [[elves]] by clearcutting trees or disregarding their particular taboos while trading, they may ineffectually attempt to go to war with your dwarves. Elves wear [[Clothing#Size|the same-sized clothing]] as dwarves, but that's about where their usefulness ends. They make their weapons and armor out of [[wood]], which will serve dwarves [[Material science#Material and item properties|just as poorly as it served the previous owners]]. Their most useful weapons are [[bow]]s, but they use a different [[combat skill]] from dwarves' own inexpensive and easily-made [[crossbow]]s, and force you to scavenge or trade for [[arrow]] [[ammunition]] to use them. Elves have a grisly habit of making crafts out of their slain enemies, so you can occasionally get an amusing ring or bracelet made from elven or goblin bone or hair.&lt;br /&gt;
&lt;br /&gt;
Elves often ride interesting land animal mounts from the [[Surroundings|savage and good-aligned]] [[Biome|forests and jungles]] they typically settle in, including [[Giant animal|gigantic]] or [[Unicorn|fanciful]] animals of all sorts. This can be a source of [[giant tiger]] guards for your fortress, or perhaps just some tasty and valuable ☼Unicorn roast☼.&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
It's a bit harder to anger [[human]]s. You'll have to [[Mission|attack their settlements]] or [[trade caravan]]s, although dwarven [[civilization]]s occasionally end up at war with them in [[world generation]]. Like goblins, humans make their weapons, armor, and shields out of [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Because humans [[Ethics|value craftsmanship]] almost as much as dwarves, these items tend to be a bit better [[quality]] than goblin-make. However, unlike goblins, human-sized [[Armor|clothing and armor]] are [[Clothing#Size|large-sized]], too large for dwarves to wear. Humans use a very wide variety of weapons, including [[Weapon#Foreign weapons|unusual weapons]] that dwarves can't normally make. Like goblin-made weapons, this is great if they bring something useful like a [[whip]], but many of these weapons require oddball [[weapon skill]]s. Unlike goblins, humans also wield many weapons that are simply [[Weapons#Size|too large for dwarves to use]].&lt;br /&gt;
&lt;br /&gt;
Humans frequently ride mounts, but they're usually boring [[Creature#Livestock and Domestic Animals|domesticated animals]] like [[horse]]s and [[One-humped camel|camel]]s. They do occasionally bring war-trained [[grizzly bear]]s or [[giant animal]]s, though.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
Going to war with [[dwarf|dwarves]] is harder than you'd expect. Even if you [[Civil war|somehow end up at war]] with your home [[civilization]], they won't ever attack your fortress. You'll need to offend another dwarf civilization, usually by [[Mission|attacking them on the world map]] or killing their [[trade caravan]]s. Once you do, dwarves are deadly foes, since they will have [[Quality|well-crafted]] weapons and armor made of any [[weapons-grade]] metal, including [[steel]]. While any civilization can have [[artifact]]s, dwarves are much more likely to have them, since dwarf civilizations are the primary source of such items. Obviously, these are useful dwarf-sized items, but you'll need to take them from the cold, dead hands of their previous owners first!&lt;br /&gt;
&lt;br /&gt;
Dwarves can occasionally ride mounts, almost always [[Creature#Livestock and Domestic Animals|domesticated animals]].&lt;br /&gt;
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==Kobolds==&lt;br /&gt;
[[Kobold]] civilizations will always attack dwarves. However, they never attack in large numbers, only sending [[Kobold thieves|thieves]], singly or in small groups. If these thieves have any armament at all, it will be a [[copper]] [[dagger]]. Even their clothes are useless, since kobolds are [[Clothing#Size|smaller than dwarves]]. &lt;br /&gt;
&lt;br /&gt;
When kobold adventurers and mercenaries can show up in other races' raids, they can have equipment made from any [[weapons-grade]] metal, even steel.&lt;br /&gt;
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==Animal people==&lt;br /&gt;
[[Animal people]] can show up in siege-like attacks two different ways.&lt;br /&gt;
&lt;br /&gt;
While [[Creature#Above ground|above-ground]] animal people usually show up naked as small groups of wandering neutral creatures, the same way as animals do, they can also be part of any other civilization. These civilized animal people will show up alongside their allies in sieges, carrying weapons and armor of similar quality and materials and riding the same sorts of mounts. (Sometimes the mounts can be silly; [[cardinal men]] living alongside humans can be riding horses rather than flying faster and higher under their own power.) These animal people can wear clothing or armor [[Clothing#Size|appropriate to their size]] (which can be dwarf-sized, or too small or large, depending on the race), but often only carry a weapon and shield.&lt;br /&gt;
&lt;br /&gt;
[[Creature#Tribesmen|Subterranean]] animal people live in tribes of their own in the [[cavern]]s. Hostile tribes of animal people will often migrate into the caverns from open map edges, sometimes in great numbers. These tribes are mostly armed with spears and shields, with the occasional [[blowgun]] mixed in. These will always be minimum quality, but they can be made of any [[weapons-grade]] metal, including [[steel]]. These tribes are one of the few sources of blowguns, but blowguns are even more useless than bows, due to the shortage of [[blowdart]] [[ammunition]].&lt;br /&gt;
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==Undead==&lt;br /&gt;
If you settle near a [[Tower (necromancy)|necromancer's tower]], they'll occasionally send forces of [[undead]] to attack you, led by [[intelligent undead]] or a [[necromancer]]. These attacking forces are especially heterogeneous, and can include [[zombie]]s, intelligent undead, and necromancers from any [[Creature#Civilized|civilized race]]. The type, quality, and materials of the attackers' armament appears to depend on the race of the head necromancer back at the tower, usually a human or dwarf, although reanimated [[historical figure]]s seem to have equipment appropriate to the [[civilization]] they lived in before dying. A dwarf necromancer's sieges might even include [[steel]] equipment. Otherwise, the [[Clothing#Size|size of the clothing and armor]] and the types of weapons the invaders use will depend on their race.&lt;br /&gt;
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Attacking necromancers occasionally bring a [[book]] with them. If this book contains [[Book#Secrets|the secrets of life and death]], reading it will turn the reader into a necromancer themselves, so you might want to sequester such reading material from your [[library]] unless you want your citizens embracing undeath.&lt;br /&gt;
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==Goblinite ore==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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Goblinite is an important ore, good for iron, copper, bronze, and/or silver. Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to excavate and process. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[goblin christmas]]. Also, there have been some reports of goblinite spontaneously condensing in the vicinity of [[trap|strategically positioned catalyzing sharp edges]].&lt;br /&gt;
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Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarves can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location, provided you have sufficient [[Military|fuel]]. Many [[caravan]]s prize [[Goblin|raw goblinite]], along with its attendant wrappings.&lt;br /&gt;
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As of the current version dwarves and goblins have the same adult body size, therefore allowing goblinite to be equipped directly without melting and reforging as an early or cheap source of low quality armor for a fortress.&lt;br /&gt;
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Recent advances in the field of dwarven fashion have increased the demand for the [[clothing|wrapping paper]] in which goblinite is often packaged.  While the dwarves of yore would often throw this into the [[magma]] while muttering about [[FPS]], the young dwarves of today have been spotted wearing it.&lt;br /&gt;
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{{Category|Ore}}&lt;br /&gt;
[[ru:Goblinite]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Animal_person&amp;diff=286062</id>
		<title>Talk:Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Animal_person&amp;diff=286062"/>
		<updated>2023-01-16T02:11:12Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* .50 updates */ a bit more&lt;/p&gt;
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&lt;div&gt;== FEATURE_ATTACK_GROUP ==&lt;br /&gt;
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These are no longer tagged as animal person:&lt;br /&gt;
'''Amphibian man''', '''Antman''', Bat man, Cave fish man, Cave swallow man, Olm man, '''Reptile man''', '''Rodent man''', '''Serpent man'''&lt;br /&gt;
&lt;br /&gt;
Instead they have some new tags, including 'FEATURE_ATTACK_GROUP' any notion what that mean? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:04, 29 December 2022 (UTC)&lt;br /&gt;
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: ...I take it the explanation as it stands in the tag definition ([https://dwarffortresswiki.org/index.php/Creature_token#FEATURE_ATTACK_GROUP]) is not enough? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:14, 29 December 2022 (UTC)&lt;br /&gt;
:: I am interested in what makes them special, why they are the only ones tagged like that? so I can figure out whether just remove them from the list of animal people or also add them somewhere else too. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:26, 29 December 2022 (UTC)&lt;br /&gt;
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== .50 updates ==&lt;br /&gt;
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This page is currently out of date for .50. The lists of races of possible subterranean animal people civs is missing a bunch of races that I've seen spawn (maybe that's related to FEATURE_ATTACK_GROUP?), animal people show up in other civs now (I've seen cardinal men in human sieges), and subterranean animal people civs show up in the list of civs on the civ screen now (albeit always as friendly, even if they're inherently hostile).&lt;br /&gt;
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I would just update this myself but I'm only half-sure about some of these things, and don't want to accidentally add misinfo. If nothing else, this is a note to myself to do some research and get around to fixing this at some point. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 01:24, 16 January 2023 (UTC)&lt;br /&gt;
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Related to this, [[Creature#Tribesmen]] does have an AFAICT complete list of underground animal people that form tribes. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 02:11, 16 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286061</id>
		<title>Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286061"/>
		<updated>2023-01-16T02:04:08Z</updated>

		<summary type="html">&lt;p&gt;Desistance: a little bit of flavor&lt;/p&gt;
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&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
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{{av}}&lt;br /&gt;
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&amp;quot;'''Goblinite'''&amp;quot; is an unofficial term for the [[metal]] and [[clothing]] resources that can be picked from of the [[corpse]]s and severed [[body part]]s of your enemies. Traditionally, this means [[goblin]] corpses, but new developments in [[diplomacy]] have made it possible to mine all sorts of new veins of goblinite. Depending on the fortress, such items may be an important supplement to normally-produced or -traded [[armor]], [[weapon]]s, and [[clothing]]. The clothing content of [[siege]]s can almost single-handedly provide an entire fortress with clothes (albeit with the occasional [[wear|Xsuspiciously axe-shaped holeX]] in them), while [[melt|melting]] down weapons and armor can make up for a lack of ore at an embark site. Even useless items, like wrong-sized clothing or weapons made of inappropriate [[material]]s, can always be sold to the next [[caravan]].&lt;br /&gt;
&lt;br /&gt;
The type of loot your enemies helpfully supply will depend both on the civilization and the race. The civilization will determine the type of items they bring. This can include items [[Weapon#Foreign weapons|dwarves can't make themselves]], which could be a very useful high-quality iron [[whip]], a mere curiosity like a leather turban, or a useless silver [[halberd]]. The race will determine what [[Clothing#Size|size]] the clothing and armor are. These items will generally be low-quality, except in the case of warlords, mercenaries, or races that particularly [[Ethics|value craftsmanship]], like humans or other dwarves. A warlord's master-quality gear can be quite useful, as long as it's something like an iron [[spear]] or helm and not a copper [[short sword]] or wooden [[low boot]].&lt;br /&gt;
&lt;br /&gt;
Raids aren't necessarily homogeneous, either. A siege might include allies or other races who live alongside your enemies. Angering a human city might mean you're attacked by a few humans but many of their [[animal person]] allies. While a goblin force will almost always consist mainly of goblins, it can also include the occasional [[Thief#Goblin snatchers|adopted]] character of another race. These characters will generally be wearing the same sort of items as their compatriots, but sized appropriately. A troll fighting alongside goblins will be wearing the same sort of clothing as the goblins, but [[Clothing#Size|it will be too large for dwarves to wear]]. Attacking enemies can also include mercenaries, who might be any intelligent race and have any sort of equipment.&lt;br /&gt;
&lt;br /&gt;
Many races also ride [[mount]]s, which generally don't have equipment, but are helpfully [[Butcher|made of]] delicious [[meat]] and useful [[bone]] and [[leather]]. (Technically, so is everyone, but dwarves have pesky [[Ethics|moral objections]] to butchering anything more intelligent than a cat.) If you [[Captured creatures|capture]] these mounts in a [[cage trap]], you can [[Animal trainer|train]] them, but they'll always be hostile to your fortress, and can even cause [[Losing|Fun]] [[loyalty cascade]]s. The main use would be training the [[animal trainer]] skill or simply allowing you to easily slaughter the captive mounts, or you could sell unintelligent mounts in [[cage]]s to the next passing [[trade caravan]]. If you really must have your own [[beak dog]]s, however, with some careful micromanagement you can [[Breeding|breed]] enemy mounts, and their offspring won't be inherently hostile once trained.&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
[[Goblin]]s are always hostile to dwarves, and can't ever be reasoned with. That's not a bad thing, since goblins generally make their weapons, armor, and shields out of useful [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Goblins mainly use the same sorts of weapons as dwarves, but can also have [[large dagger]]s, [[whip]]s, [[flail]]s, [[scourge]]s, [[scimitar]]s, and [[bow]]s and [[arrow]]s. Their clothing is also handy, since it's the correct [[Clothing#Size|size]] for dwarves to wear. All of these can be used as-is, although some of the exotic weapons, like bows and the various whip-like weapons, have odd [[combat skill]]s that don't match up with any dwarf-made weapons, making them a bit of a dead-end long term. Alternately, the metal equipment can be [[Melt item|melted down]] to serve as the raw material for superior, dwarf-made arms and armor.&lt;br /&gt;
&lt;br /&gt;
[[Thief#Goblin snatcher|Goblin thieves]] will only have a [[large dagger]] if they have any weapon at all and rarely wear any armor to speak of, but they do bring a [[bag]] that holds seeds or flour just as well as a dwarven child.&lt;br /&gt;
&lt;br /&gt;
Goblin invaders often ride various creatures from the [[cavern]]s. On one hand, this means potentially fun (or [[losing|Fun]]) pets like [[blind cave bear]]s or [[jabberer]]s. On the other hand, dwarves can simply dig down to the caverns and capture these creatures themselves.&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
If you anger the [[elves]] by clearcutting trees or disregarding their particular taboos while trading, they may ineffectually attempt to go to war with your dwarves. Elves wear [[Clothing#Size|the same-sized clothing]] as dwarves, but that's about where their usefulness ends. They make their weapons and armor out of [[wood]], which will serve dwarves [[Material science#Material and item properties|just as poorly as it served the previous owners]]. Their most useful weapons are [[bow]]s, but they use a different [[combat skill]] from dwarves' own inexpensive and easily-made [[crossbow]]s, and force you to scavenge or trade for [[arrow]] [[ammunition]] to use them. Elves have a grisly habit of making crafts out of their slain enemies, so you can occasionally get an amusing ring or bracelet made from elven or goblin bone or hair.&lt;br /&gt;
&lt;br /&gt;
Elves often ride interesting land animal mounts from the [[Surroundings|savage and good-aligned]] [[Biome|forests and jungles]] they typically settle in, including [[Giant animal|gigantic]] or [[Unicorn|fanciful]] animals of all sorts. This can be a source of [[giant tiger]] guards for your fortress, or perhaps just some tasty and valuable ☼Unicorn roast☼.&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
It's a bit harder to anger [[human]]s. You'll have to [[Mission|attack their settlements]] or [[trade caravan]]s, although dwarven [[civilization]]s occasionally end up at war with them in [[world generation]]. Like goblins, humans make their weapons, armor, and shields out of [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Because humans [[Ethics|value craftsmanship]] almost as much as dwarves, these items tend to be a bit better [[quality]] than goblin-make. However, unlike goblins, human-sized [[Armor|clothing and armor]] are [[Clothing#Size|large-sized]], too large for dwarves to wear. Humans use a very wide variety of weapons, including [[Weapon#Foreign weapons|unusual weapons]] that dwarves can't normally make. Like goblin-made weapons, this is great if they bring something useful like a [[whip]], but many of these weapons require oddball [[weapon skill]]s. Unlike goblins, humans also wield many weapons that are simply [[Weapons#Size|too large for dwarves to use]].&lt;br /&gt;
&lt;br /&gt;
Humans frequently ride mounts, but they're usually boring [[Creature#Livestock and Domestic Animals|domesticated animals]] like [[horse]]s and [[One-humped camel|camel]]s. They do occasionally bring war-trained [[grizzly bear]]s or [[giant animal]]s, though.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
Going to war with [[dwarf|dwarves]] is harder than you'd expect. Even if you [[Civil war|somehow end up at war]] with your home [[civilization]], they won't ever attack your fortress. You'll need to offend another dwarf civilization, usually by [[Mission|attacking them on the world map]] or killing their [[trade caravan]]s. Once you do, dwarves are deadly foes, since they will have [[Quality|well-crafted]] weapons and armor made of any [[weapons-grade]] metal, including [[steel]]. While any civilization can have [[artifact]]s, dwarves are much more likely to have them, since dwarf civilizations are the primary source of such items. Obviously, these are useful dwarf-sized items, but you'll need to take them from the cold, dead hands of their previous owners first!&lt;br /&gt;
&lt;br /&gt;
Dwarves can occasionally ride mounts, almost always [[Creature#Livestock and Domestic Animals|domesticated animals]].&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
[[Kobold]] civilizations will always attack dwarves. However, they never attack in large numbers, only sending [[Kobold thieves|thieves]], singly or in small groups. If these thieves have any armament at all, it will be a [[copper]] [[dagger]]. Even their clothes are useless, since kobolds are [[Clothing#Size|smaller than dwarves]]. &lt;br /&gt;
&lt;br /&gt;
When kobold adventurers and mercenaries can show up in other races' raids, they can have equipment made from any [[weapons-grade]] metal, even steel.&lt;br /&gt;
&lt;br /&gt;
==Animal people==&lt;br /&gt;
[[Animal people]] can show up in siege-like attacks two different ways.&lt;br /&gt;
&lt;br /&gt;
While [[Creature#Above ground|above-ground]] animal people usually show up naked as small groups of wandering neutral creatures, the same way as animals do, they can also be part of any other civilization. These civilized animal people will show up alongside their allies in sieges, carrying weapons and armor of similar quality and materials and riding the same sorts of mounts. (Sometimes the mounts can be silly; [[cardinal men]] living alongside humans can be riding horses rather than flying faster and higher under their own power.) These animal people can wear clothing or armor [[Clothing#Size|appropriate to their size]] (which can be dwarf-sized, or too small or large, depending on the race), but often only carry a weapon and shield.&lt;br /&gt;
&lt;br /&gt;
[[Creature#Tribesmen|Subterranean]] animal people live in tribes of their own in the [[cavern]]s. Hostile tribes of animal people will often migrate into the caverns from open map edges, sometimes in great numbers. These tribes are mostly armed with spears and shields, with the occasional [[blowgun]] mixed in. These will always be minimum quality, but they can be made of any [[weapons-grade]] metal, including [[steel]]. These tribes are one of the few sources of blowguns, but blowguns are even more useless than bows, due to the shortage of [[blowdart]] [[ammunition]].&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
If you settle near a [[Tower (necromancy)|necromancer's tower]], they'll occasionally send forces of [[undead]] to attack you, led by [[intelligent undead]] or a [[necromancer]]. These attacking forces are especially heterogeneous, and can include [[zombie]]s, intelligent undead, and necromancers from any [[Creature#Civilized|civilized race]]. The type, quality, and materials of the attackers' armament appears to depend on the race of the head necromancer back at the tower, usually a human or dwarf, although reanimated [[historical figure]]s seem to have equipment appropriate to the [[civilization]] they lived in before dying. A dwarf necromancer's sieges might even include [[steel]] equipment. Otherwise, the [[Clothing#Size|size of the clothing and armor]] and the types of weapons the invaders use will depend on their race.&lt;br /&gt;
&lt;br /&gt;
Attacking necromancers occasionally bring a [[book]] with them. If this book contains [[Book#Secrets|the secrets of life and death]], reading it will turn the reader into a necromancer themselves, so you might want to sequester such reading material from your [[library]] unless you want your citizens embracing undeath.&lt;br /&gt;
&lt;br /&gt;
==Goblinite ore==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Goblinite is an important ore, good for iron, copper, bronze, and/or silver. Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to excavate and process. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[goblin christmas]]. Also, there have been some reports of goblinite spontaneously condensing in the vicinity of [[trap|strategically positioned catalyzing sharp edges]].&lt;br /&gt;
&lt;br /&gt;
Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarves can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location, provided you have sufficient [[Military|fuel]]. Many [[caravan]]s prize [[Goblin|raw goblinite]], along with its attendant wrappings.&lt;br /&gt;
&lt;br /&gt;
As of the current version dwarves and goblins have the same adult body size, therefore allowing goblinite to be equipped directly without melting and reforging as an early or cheap source of low quality armor for a fortress.&lt;br /&gt;
&lt;br /&gt;
Recent advances in the field of dwarven fashion have increased the demand for the [[clothing|wrapping paper]] in which goblinite is often packaged.  While the dwarves of yore would often throw this into the [[magma]] while muttering about [[FPS]], the young dwarves of today have been spotted wearing it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
[[ru:Goblinite]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286060</id>
		<title>Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286060"/>
		<updated>2023-01-16T01:59:56Z</updated>

		<summary type="html">&lt;p&gt;Desistance: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Goblinite'''&amp;quot; is an unofficial term for the metal and clothing resources that can be gathered off of the corpses of your enemies. Traditionally, this means [[goblin]] corpses. Depending on the fortress, they may be an important supplement to normally-produced or -traded [[armor]], [[weapon]]s, and [[clothing]]. The clothing content of [[siege]]s can almost single-handedly provide an entire fortress with clothes (albeit with the occasional [[wear|Xsuspiciously axe-shaped holeX]] in them), while [[melt|melting]] down weapons and armor can make up for a lack of ore at an embark site. Even useless items, like wrong-sized clothing or weapons made of inappropriate [[material]]s, can always be sold to the next [[caravan]].&lt;br /&gt;
&lt;br /&gt;
The type of loot your enemies helpfully supply will depend both on the civilization and the race. The civilization will determine the type of items they bring. This can include items [[Weapon#Foreign weapons|dwarves can't make themselves]], which could be a very useful high-quality iron [[whip]], a mere curiosity like a leather turban, or a useless silver [[halberd]]. The race will determine what [[Clothing#Size|size]] the clothing and armor are. These items will generally be low-quality, except in the case of warlords, mercenaries, or races that particularly [[Ethics|value craftsmanship]], like humans or other dwarves. A warlord's master-quality gear can be quite useful, as long as it's something like an iron [[spear]] or helm and not a copper [[short sword]] or wooden [[low boot]].&lt;br /&gt;
&lt;br /&gt;
Raids aren't necessarily homogeneous, either. A siege might include allies or other races who live alongside your enemies. Angering a human city might mean you're attacked by a few humans but many of their [[animal person]] allies. While a goblin force will almost always consist mainly of goblins, it can also include the occasional [[Thief#Goblin snatchers|adopted]] character of another race. These characters will generally be wearing the same sort of items as their compatriots, but sized appropriately. A troll fighting alongside goblins will be wearing the same sort of clothing as the goblins, but [[Clothing#Size|it will be too large for dwarves to wear]]. Attacking enemies can also include mercenaries, who might be any intelligent race and have any sort of equipment.&lt;br /&gt;
&lt;br /&gt;
Many races also ride [[mount]]s, which generally don't have equipment, but are helpfully [[Butcher|made of]] delicious [[meat]] and useful [[bone]] and [[leather]]. (Technically, so is everyone, but dwarves have pesky [[Ethics|moral objections]] to butchering anything more intelligent than a cat.) If you [[Captured creatures|capture]] these mounts in a [[cage trap]], you can [[Animal trainer|train]] them, but they'll always be hostile to your fortress, and can even cause [[Losing|Fun]] [[loyalty cascade]]s. The main use would be training the [[animal trainer]] skill or simply allowing you to easily slaughter the captive mounts, or you could sell unintelligent mounts in [[cage]]s to the next passing [[trade caravan]]. If you really must have your own [[beak dog]]s, however, with some careful micromanagement you can [[Breeding|breed]] enemy mounts, and their offspring won't be inherently hostile once trained.&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
[[Goblin]]s are always hostile to dwarves, and can't ever be reasoned with. That's not a bad thing, since goblins generally make their weapons, armor, and shields out of useful [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Goblins mainly use the same sorts of weapons as dwarves, but can also have [[large dagger]]s, [[whip]]s, [[flail]]s, [[scourge]]s, [[scimitar]]s, and [[bow]]s and [[arrow]]s. Their clothing is also handy, since it's the correct [[Clothing#Size|size]] for dwarves to wear. All of these can be used as-is, although some of the exotic weapons, like bows and the various whip-like weapons, have odd [[combat skill]]s that don't match up with any dwarf-made weapons, making them a bit of a dead-end long term. Alternately, the metal equipment can be [[Melt item|melted down]] to serve as the raw material for superior, dwarf-made arms and armor.&lt;br /&gt;
&lt;br /&gt;
[[Thief#Goblin snatcher|Goblin thieves]] will only have a [[large dagger]] if they have any weapon at all and rarely wear any armor to speak of, but they do bring a [[bag]] that holds seeds or flour just as well as a dwarven child.&lt;br /&gt;
&lt;br /&gt;
Goblin invaders often ride various creatures from the [[cavern]]s. On one hand, this means potentially fun (or [[losing|Fun]]) pets like [[blind cave bear]]s or [[jabberer]]s. On the other hand, dwarves can simply dig down to the caverns and capture these creatures themselves.&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
If you anger the [[elves]] by clearcutting trees or disregarding their particular taboos while trading, they may ineffectually attempt to go to war with your dwarves. Elves wear [[Clothing#Size|the same-sized clothing]] as dwarves, but that's about where their usefulness ends. They make their weapons and armor out of [[wood]], which will serve dwarves [[Material science#Material and item properties|just as poorly as it served the previous owners]]. Their most useful weapons are [[bow]]s, but they use a different [[combat skill]] from dwarves' own inexpensive and easily-made [[crossbow]]s, and force you to scavenge or trade for [[arrow]] [[ammunition]] to use them. Elves have a grisly habit of making crafts out of their slain enemies, so you can occasionally get an amusing ring or bracelet made from elven or goblin bone or hair.&lt;br /&gt;
&lt;br /&gt;
Elves often ride interesting land animal mounts from the [[Surroundings|savage and good-aligned]] [[Biome|forests and jungles]] they typically settle in, including [[Giant animal|gigantic]] or [[Unicorn|fanciful]] animals of all sorts. This can be a source of [[giant tiger]] guards for your fortress, or perhaps just some tasty and valuable ☼Unicorn roast☼.&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
It's a bit harder to anger [[human]]s. You'll have to [[Mission|attack their settlements]] or [[trade caravan]]s, although dwarven [[civilization]]s occasionally end up at war with them in [[world generation]]. Like goblins, humans make their weapons, armor, and shields out of [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Because humans [[Ethics|value craftsmanship]] almost as much as dwarves, these items tend to be a bit better [[quality]] than goblin-make. However, unlike goblins, human-sized [[Armor|clothing and armor]] are [[Clothing#Size|large-sized]], too large for dwarves to wear. Humans use a very wide variety of weapons, including [[Weapon#Foreign weapons|unusual weapons]] that dwarves can't normally make. Like goblin-made weapons, this is great if they bring something useful like a [[whip]], but many of these weapons require oddball [[weapon skill]]s. Unlike goblins, humans also wield many weapons that are simply [[Weapons#Size|too large for dwarves to use]].&lt;br /&gt;
&lt;br /&gt;
Humans frequently ride mounts, but they're usually boring [[Creature#Livestock and Domestic Animals|domesticated animals]] like [[horse]]s and [[One-humped camel|camel]]s. They do occasionally bring war-trained [[grizzly bear]]s or [[giant animal]]s, though.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
Going to war with [[dwarf|dwarves]] is harder than you'd expect. Even if you [[Civil war|somehow end up at war]] with your home [[civilization]], they won't ever attack your fortress. You'll need to offend another dwarf civilization, usually by [[Mission|attacking them on the world map]] or killing their [[trade caravan]]s. Once you do, dwarves are deadly foes, since they will have [[Quality|well-crafted]] weapons and armor made of any [[weapons-grade]] metal, including [[steel]]. While any civilization can have [[artifact]]s, dwarves are much more likely to have them, since dwarf civilizations are the primary source of such items. Obviously, these are useful dwarf-sized items, but you'll need to take them from the cold, dead hands of their previous owners first!&lt;br /&gt;
&lt;br /&gt;
Dwarves can occasionally ride mounts, almost always [[Creature#Livestock and Domestic Animals|domesticated animals]].&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
[[Kobold]] civilizations will always attack dwarves. However, they never attack in large numbers, only sending [[Kobold thieves|thieves]], singly or in small groups. If these thieves have any armament at all, it will be a [[copper]] [[dagger]]. Even their clothes are useless, since kobolds are [[Clothing#Size|smaller than dwarves]]. &lt;br /&gt;
&lt;br /&gt;
When kobold adventurers and mercenaries can show up in other races' raids, they can have equipment made from any [[weapons-grade]] metal, even steel.&lt;br /&gt;
&lt;br /&gt;
==Animal people==&lt;br /&gt;
[[Animal people]] can show up in siege-like attacks two different ways.&lt;br /&gt;
&lt;br /&gt;
While [[Creature#Above ground|above-ground]] animal people usually show up naked as small groups of wandering neutral creatures, the same way as animals do, they can also be part of any other civilization. These civilized animal people will show up alongside their allies in sieges, carrying weapons and armor of similar quality and materials and riding the same sorts of mounts. (Sometimes the mounts can be silly; [[cardinal men]] living alongside humans can be riding horses rather than flying faster and higher under their own power.) These animal people can wear clothing or armor [[Clothing#Size|appropriate to their size]] (which can be dwarf-sized, or too small or large, depending on the race), but often only carry a weapon and shield.&lt;br /&gt;
&lt;br /&gt;
[[Creature#Tribesmen|Subterranean]] animal people live in tribes of their own in the [[cavern]]s. Hostile tribes of animal people will often migrate into the caverns from open map edges, sometimes in great numbers. These tribes are mostly armed with spears and shields, with the occasional [[blowgun]] mixed in. These will always be minimum quality, but they can be made of any [[weapons-grade]] metal, including [[steel]]. These tribes are one of the few sources of blowguns, but blowguns are even more useless than bows, due to the shortage of [[blowdart]] [[ammunition]].&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
If you settle near a [[Tower (necromancy)|necromancer's tower]], they'll occasionally send forces of [[undead]] to attack you, led by [[intelligent undead]] or a [[necromancer]]. These attacking forces are especially heterogeneous, and can include [[zombie]]s, intelligent undead, and necromancers from any [[Creature#Civilized|civilized race]]. The type, quality, and materials of the attackers' armament appears to depend on the race of the head necromancer back at the tower, usually a human or dwarf, although reanimated [[historical figure]]s seem to have equipment appropriate to the [[civilization]] they lived in before dying. A dwarf necromancer's sieges might even include [[steel]] equipment. Otherwise, the [[Clothing#Size|size of the clothing and armor]] and the types of weapons the invaders use will depend on their race.&lt;br /&gt;
&lt;br /&gt;
Attacking necromancers occasionally bring a [[book]] with them. If this book contains [[Book#Secrets|the secrets of life and death]], reading it will turn the reader into a necromancer themselves, so you might want to sequester such reading material from your [[library]] unless you want your citizens embracing undeath.&lt;br /&gt;
&lt;br /&gt;
==Goblinite ore==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Goblinite is an important ore, good for iron, copper, bronze, and/or silver. Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to excavate and process. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[goblin christmas]]. Also, there have been some reports of goblinite spontaneously condensing in the vicinity of [[trap|strategically positioned catalyzing sharp edges]].&lt;br /&gt;
&lt;br /&gt;
Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarves can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location, provided you have sufficient [[Military|fuel]]. Many [[caravan]]s prize [[Goblin|raw goblinite]], along with its attendant wrappings.&lt;br /&gt;
&lt;br /&gt;
As of the current version dwarves and goblins have the same adult body size, therefore allowing goblinite to be equipped directly without melting and reforging as an early or cheap source of low quality armor for a fortress.&lt;br /&gt;
&lt;br /&gt;
Recent advances in the field of dwarven fashion have increased the demand for the [[clothing|wrapping paper]] in which goblinite is often packaged.  While the dwarves of yore would often throw this into the [[magma]] while muttering about [[FPS]], the young dwarves of today have been spotted wearing it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
[[ru:Goblinite]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trade_caravan&amp;diff=286059</id>
		<title>Trade caravan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trade_caravan&amp;diff=286059"/>
		<updated>2023-01-16T01:55:28Z</updated>

		<summary type="html">&lt;p&gt;Desistance: redir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Caravan]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286058</id>
		<title>Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblinite&amp;diff=286058"/>
		<updated>2023-01-16T01:54:30Z</updated>

		<summary type="html">&lt;p&gt;Desistance: rewriting this to account for rich new veins of goblinite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Goblinite'''&amp;quot; is an unofficial term for the metal and clothing resources that can be gathered off of the corpses of your enemies. Traditionally, this means [[goblin]] corpses. Depending on the fortress, they may be an important supplement to normally-produced or -traded [[armor]], [[weapon]]s, and [[clothing]]. The clothing content of [[siege]]s can almost single-handedly provide an entire fortress with clothes (albeit with the occasional [[wear|Xsuspiciously axe-shaped holeX]] in them), while [[melt|melting]] down weapons and armor can make up for a lack of ore at an embark site. Even useless items, like wrong-sized clothing or weapons made of inappropriate [[material]]s, can always be sold to the next [[caravan]].&lt;br /&gt;
&lt;br /&gt;
The type of loot your enemies helpfully supply will depend both on the civilization and the race. The civilization will determine the type of items they bring. This can include items [[Weapon#Foreign weapons|dwarves can't make themselves]], which could be a very useful high-quality iron [[whip]], a mere curiosity like a leather turban, or a useless silver [[halberd]]. The race will determine what [[Clothing#Size|size]] the clothing and armor are. These items will generally be low-quality, except in the case of warlords, mercenaries, or races that particularly [[Ethics|value craftsmanship]], like humans or other dwarves. A warlord's master-quality gear can be quite useful, as long as it's something like an iron [[spear]] or helm and not a copper [[short sword]] or wooden [[low boot]].&lt;br /&gt;
&lt;br /&gt;
Raids aren't necessarily homogeneous, either. A siege might include allies or other races who live alongside your enemies. Angering a human city might mean you're attacked by a few humans but many of their [[animal person]] allies. While a goblin force will almost always consist mainly of goblins, it can also include the occasional [[Thief#Goblin snatchers|adopted]] character of another race. These characters will generally be wearing the same sort of items as their compatriots, but sized appropriately. A troll fighting alongside goblins will be wearing the same sort of clothing as the goblins, but [[Clothing#Size|it will be too large for dwarves to wear]]. Attacking enemies can also include mercenaries, who might be any intelligent race and have any sort of equipment.&lt;br /&gt;
&lt;br /&gt;
Many races also ride [[mount]]s, which generally don't have equipment, but are helpfully [[Butcher|made of]] delicious [[meat]] and useful [[bone]] and [[leather]]. (Technically, so is everyone, but dwarves have pesky [[Ethics|moral objections]] to butchering anything more intelligent than a cat.) If you [[Captured creatures|capture]] these mounts in a [[cage trap]], you can [[Animal trainer|train]] them, but they'll always be hostile to your fortress, and can even cause [[Losing|Fun]] [[loyalty cascade]]s. The main use would be training the [[animal trainer]] skill or simply allowing you to easily slaughter the captive mounts, or you could sell unintelligent mounts in [[cage]]s to the next passing [[trade caravan]]. If you really must have your own [[beak dog]]s, however, with some careful micromanagement you can [[Breeding|breed]] enemy mounts, and their offspring won't be inherently hostile once trained.&lt;br /&gt;
&lt;br /&gt;
==Goblins==&lt;br /&gt;
Goblins are always hostile to dwarves, and can't ever be reasoned with. That's not a bad thing, since goblins generally make their weapons, armor, and shields out of useful [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Goblins mainly use the same sorts of weapons as dwarves, but can also have [[large dagger]]s, [[whip]]s, [[flail]]s, [[scourge]]s, [[scimitar]]s, and [[bow]]s and [[arrow]]s. Their clothing is also handy, since it's the correct [[Clothing#Size|size]] for dwarves to wear. All of these can be used as-is, although some of the exotic weapons, like bows and the various whip-like weapons, have odd [[combat skill]]s that don't match up with any dwarf-made weapons, making them a bit of a dead-end long term. Alternately, the metal equipment can be [[Melt item|melted down]] to serve as the raw material for superior, dwarf-made arms and armor.&lt;br /&gt;
&lt;br /&gt;
[[Thief#Goblin snatcher|Goblin thieves]] will only have a [[large dagger]] if they have any weapon at all and rarely wear any armor to speak of, but they do bring a [[bag]] that holds seeds or flour just as well as a dwarven child.&lt;br /&gt;
&lt;br /&gt;
Goblin invaders often ride various creatures from the [[cavern]]s. On one hand, this means potentially fun (or [[losing|Fun]]) pets like [[blind cave bear]]s or [[jabberer]]s. On the other hand, dwarves can simply dig down to the caverns and capture these creatures themselves.&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
If you anger the [[elves]] by clearcutting trees or disregarding their particular taboos while trading, they may ineffectually attempt to go to war with your dwarves. Elves wear [[Clothing#Size|the same-sized clothing]] as dwarves, but that's about where their usefulness ends. They make their weapons and armor out of [[wood]], which will serve dwarves [[Material science#Material and item properties|just as poorly as it served the previous owners]]. Their most useful weapons are [[bow]]s, but they use a different [[combat skill]] from dwarves' own inexpensive and easily-made [[crossbow]]s, and force you to scavenge or trade for [[arrow]] [[ammunition]] to use them. Elves have a grisly habit of making crafts out of their slain enemies, so you can occasionally get an amusing ring or bracelet made from elven or goblin bone or hair.&lt;br /&gt;
&lt;br /&gt;
Elves often ride interesting land animal mounts from the [[Surroundings|savage and good-aligned]] [[Biome|forests and jungles]] they typically settle in, including [[Giant animal|gigantic]] or [[Unicorn|fanciful]] animals of all sorts. This can be a source of [[giant tiger]] guards for your fortress, or perhaps just some tasty and valuable ☼Unicorn roast☼.&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
It's a bit harder to anger humans. You'll have to [[Mission|attack their settlements]] or [[trade caravan]]s, although dwarven [[civilization]]s occasionally end up at war with them in [[world generation]]. Like goblins, humans make their weapons, armor, and shields out of [[copper]], [[iron]], [[silver]], and ([[bismuth bronze|bismuth]]) [[bronze]]. Because humans [[Ethics|value craftsmanship]] almost as much as dwarves, these items tend to be a bit better [[quality]] than goblin-make. However, unlike goblins, human-sized [[Armor|clothing and armor]] are [[Clothing#Size|large-sized]], too large for dwarves to wear. Humans use a very wide variety of weapons, including [[Weapon#Foreign weapons|unusual weapons]] that dwarves can't normally make. Like goblin-made weapons, this is great if they bring something useful like a [[whip]], but many of these weapons require oddball [[weapon skill]]s. Unlike goblins, humans also wield many weapons that are simply [[Weapons#Size|too large for dwarves to use]].&lt;br /&gt;
&lt;br /&gt;
Humans frequently ride mounts, but they're usually boring [[Creature#Livestock and Domestic Animals|domesticated animals]] like [[horse]]s and [[One-humped camel|camel]]s. They do occasionally bring war-trained [[grizzly bear]]s or [[giant animal]]s, though.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
Going to war with dwarves is harder than you'd expect. Even if you [[Civil war|somehow end up at war]] with your home [[civilization]], they won't ever attack your fortress. You'll need to offend another dwarf civilization, usually by [[Mission|attacking them on the world map]] or killing their [[trade caravan]]s. Once you do, dwarves are deadly foes, since they will have [[Quality|well-crafted]] weapons and armor made of any [[weapons-grade]] metal, including [[steel]]. While any civilization can have [[artifact]]s, dwarves are much more likely to have them, since dwarf civilizations are the primary source of such items. Obviously, these are useful dwarf-sized items, but you'll need to take them from the cold, dead hands of their previous owners first!&lt;br /&gt;
&lt;br /&gt;
Dwarves can occasionally ride mounts, almost always [[Creature#Livestock and Domestic Animals|domesticated animals]].&lt;br /&gt;
&lt;br /&gt;
==Kobolds==&lt;br /&gt;
Kobold civilizations will always attack dwarves. However, they never attack in large numbers, only sending [[Kobold thieves|thieves]], singly or in small groups. If these thieves have any armament at all, it will be a [[copper]] [[dagger]]. Even their clothes are useless, since kobolds are [[Clothing#Size|smaller than dwarves]]. &lt;br /&gt;
&lt;br /&gt;
When kobold adventurers and mercenaries can show up in other races' raids, they can have equipment made from any [[weapons-grade]] metal, even steel.&lt;br /&gt;
&lt;br /&gt;
==Animal people==&lt;br /&gt;
[[Animal people]] can show up in siege-like attacks two different ways.&lt;br /&gt;
&lt;br /&gt;
While [[Creature#Above ground|above-ground]] animal people usually show up naked as small groups of wandering neutral creatures, the same way as animals do, they can also be part of any other civilization. These civilized animal people will show up alongside their allies in sieges, carrying weapons and armor of similar quality and materials and riding the same sorts of mounts. (Sometimes the mounts can be silly; [[cardinal men]] living alongside humans can be riding horses rather than flying faster and higher under their own power.) These animal people can wear clothing or armor [[Clothing#Size|appropriate to their size]] (which can be dwarf-sized, or too small or large, depending on the race), but often only carry a weapon and shield.&lt;br /&gt;
&lt;br /&gt;
[[Creature#Tribesmen|Subterranean]] animal people live in tribes of their own in the [[cavern]]s. Hostile tribes of animal people will often migrate into the caverns from open map edges, sometimes in great numbers. These tribes are mostly armed with spears and shields, with the occasional [[blowgun]] mixed in. These will always be minimum quality, but they can be made of any [[weapons-grade]] metal, including [[steel]]. These tribes are one of the few sources of blowguns, but blowguns are even more useless than bows, due to the shortage of [[blowdart]] [[ammunition]].&lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
If you settle near a [[Tower (necromancy)|necromancer's tower]], they'll occasionally send forces of undead to attack you, led by [[intelligent undead]] or a [[necromancer]]. These attacking forces are especially heterogeneous, and can include [[zombie]]s, intelligent undead, and necromancers from any [[Creature#Civilized|civilized race]]. The type, quality, and materials of the attackers' armament appears to depend on the race of the head necromancer back at the tower, usually a human or dwarf, although reanimated [[historical figure]]s seem to have equipment appropriate to the [[civilization]] they lived in before dying. A dwarf necromancer's sieges might even include [[steel]] equipment. Otherwise, the [[Clothing#Size|size of the clothing and armor]] and the types of weapons the invaders use will depend on their race.&lt;br /&gt;
&lt;br /&gt;
Attacking necromancers occasionally bring a [[book]] with them. If this book contains [[Book#Secrets|the secrets of life and death]], reading it will turn the reader into a necromancer themselves, so you might want to sequester such reading material from your [[library]] unless you want your citizens embracing undeath.&lt;br /&gt;
&lt;br /&gt;
==Goblinite ore==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Goblinite is an important ore, good for iron, copper, bronze, and/or silver. Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to excavate and process. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[goblin christmas]]. Also, there have been some reports of goblinite spontaneously condensing in the vicinity of [[trap|strategically positioned catalyzing sharp edges]].&lt;br /&gt;
&lt;br /&gt;
Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarves can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location, provided you have sufficient [[Military|fuel]]. Many [[caravan]]s prize [[Goblin|raw goblinite]], along with its attendant wrappings.&lt;br /&gt;
&lt;br /&gt;
As of the current version dwarves and goblins have the same adult body size, therefore allowing goblinite to be equipped directly without melting and reforging as an early or cheap source of low quality armor for a fortress.&lt;br /&gt;
&lt;br /&gt;
Recent advances in the field of dwarven fashion have increased the demand for the [[clothing|wrapping paper]] in which goblinite is often packaged.  While the dwarves of yore would often throw this into the [[magma]] while muttering about [[FPS]], the young dwarves of today have been spotted wearing it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
[[ru:Goblinite]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Animal_person&amp;diff=286057</id>
		<title>Talk:Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Animal_person&amp;diff=286057"/>
		<updated>2023-01-16T01:24:19Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* .50 updates */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FEATURE_ATTACK_GROUP ==&lt;br /&gt;
&lt;br /&gt;
These are no longer tagged as animal person:&lt;br /&gt;
'''Amphibian man''', '''Antman''', Bat man, Cave fish man, Cave swallow man, Olm man, '''Reptile man''', '''Rodent man''', '''Serpent man'''&lt;br /&gt;
&lt;br /&gt;
Instead they have some new tags, including 'FEATURE_ATTACK_GROUP' any notion what that mean? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:04, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: ...I take it the explanation as it stands in the tag definition ([https://dwarffortresswiki.org/index.php/Creature_token#FEATURE_ATTACK_GROUP]) is not enough? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:14, 29 December 2022 (UTC)&lt;br /&gt;
:: I am interested in what makes them special, why they are the only ones tagged like that? so I can figure out whether just remove them from the list of animal people or also add them somewhere else too. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:26, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .50 updates ==&lt;br /&gt;
&lt;br /&gt;
This page is currently out of date for .50. The lists of races of possible subterranean animal people civs is missing a bunch of races that I've seen spawn (maybe that's related to FEATURE_ATTACK_GROUP?), animal people show up in other civs now (I've seen cardinal men in human sieges), and subterranean animal people civs show up in the list of civs on the civ screen now (albeit always as friendly, even if they're inherently hostile).&lt;br /&gt;
&lt;br /&gt;
I would just update this myself but I'm only half-sure about some of these things, and don't want to accidentally add misinfo. If nothing else, this is a note to myself to do some research and get around to fixing this at some point. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 01:24, 16 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285800</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285800"/>
		<updated>2023-01-14T02:03:26Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows&amp;lt;/s&amp;gt; and large gems made of crystal or clear glass&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] &amp;lt;s&amp;gt;and [[traction bench]]es&amp;lt;/s&amp;gt;. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
** ''Both of the parts of a traction bench that can be non-elf-safe are still present on the final product, so this isn't accurate for them. Still need to test with books [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 02:03, 14 January 2023 (UTC)&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285799</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285799"/>
		<updated>2023-01-14T02:03:11Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ tested benches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows&amp;lt;/s&amp;gt; and large gems made of crystal or clear glass&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] &amp;lt;s&amp;gt;and [[traction bench]]es&amp;lt;/s&amp;gt;. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
** ''Both of the parts of a traction bench that can be non-elf-safe are still present on the final product, so this isn't accurate for them. Still need to test with books&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285744</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285744"/>
		<updated>2023-01-13T17:53:57Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ oh yeah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows&amp;lt;/s&amp;gt; and large gems made of crystal or clear glass&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff.&lt;br /&gt;
** ''The raw glass/cut glass bug is still there. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285743</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285743"/>
		<updated>2023-01-13T17:53:25Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ more testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* &amp;lt;s&amp;gt;Gem windows&amp;lt;/s&amp;gt; and large gems made of crystal or clear glass&lt;br /&gt;
**''Gem windows are buildings, not discrete objects, duh. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
**''I tested large gems made of horn and they got bounced. I need to test large clear glass gems but I think it does check mats on large gems. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* &amp;lt;s&amp;gt;Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Whatever it is, plant soap is okay and tallow soap is not. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 17:53, 13 January 2023 (UTC)''&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff. &lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285742</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285742"/>
		<updated>2023-01-13T17:00:21Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ striking stuff in my list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* Gem windows and large gems made of crystal or clear glass&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff. &lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* &amp;lt;s&amp;gt;Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&amp;lt;/s&amp;gt;&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285741</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285741"/>
		<updated>2023-01-13T16:59:35Z</updated>

		<summary type="html">&lt;p&gt;Desistance: more testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* [[Milk]] and &amp;lt;s&amp;gt;[[cheese]]&amp;lt;/s&amp;gt;. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
** ''Milk is okay too, huh [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* Gem windows and large gems made of crystal or clear glass&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff. &lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&lt;br /&gt;
** ''Yes, as is ash lol [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:59, 13 January 2023 (UTC)''&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285740</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285740"/>
		<updated>2023-01-13T16:13:12Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* [[Milk]] and &amp;lt;s&amp;gt;[[cheese]]&amp;lt;/s&amp;gt;. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* Gem windows and large gems made of crystal or clear glass&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff. &lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285739</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285739"/>
		<updated>2023-01-13T16:13:04Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ cheese is okay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* [[Milk]] and &amp;lt;s&amp;gt;[[cheese]]&amp;lt;s&amp;gt;. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&lt;br /&gt;
** ''Tested cheese, didn't have any milk in an elf-safe container but that shouldn't be hard to arrange [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 16:12, 13 January 2023 (UTC)''&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* Gem windows and large gems made of crystal or clear glass&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt;&lt;br /&gt;
**''they can't [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))''&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff. &lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=285738</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=285738"/>
		<updated>2023-01-13T16:11:48Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Acceptable items */ apparently these are okay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:Barter-Chickens for Subscription.jpg|thumb|300px|right|Bartering in the olden times.]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves.&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=400px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower left corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. If the Trader Profit is listed in green rather than yellow or red the trade will always be accepted.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an artifact, you will receive a special screen:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Gray|7:0}}&lt;br /&gt;
| Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which involve animal products, wood, or used wood in their creation (clear glass, for example) to [[elves]], as they will refuse the trade, take offense, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however. See bellow and the [[elves]] page for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* If your trade depot has no values for the worth of items, then ensuring that a dwarf with the Appraiser skill is assigned as the trader will cause the values to appear.&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground tree|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], and [[lye]]. Note the exception for ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elf [[historical figure]]s wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarfs can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. It doesn't matter how well you treat your [[sheep]], elves still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], [[papyrus]], and [[paper]].&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and were made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
:* Usually your first caravan opportunity&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a chief treasurer to negotiate import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, which will raise the visiting trader's mood. This can only be done once each year.&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
{{Verify|Are we sure that this section is correct?}}&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|3:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|1:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|4:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|5:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin they will demand in a trade. Dwarven merchants start off wanting about 100% profit, maybe a little more. If you repeatedly offer less than what they expect, that will &amp;quot;lower&amp;quot; their mood.  If, on the other hand, you meet or exceed their expectation, that will, over several trades, improve their mood. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed merchants are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend merchants with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades more aggressively, working them down to about a 30% profit. With the merchant in such a good mood, they are more likely to counteroffer than reject a trade outright. If you don't like the counter-offer, try to split the difference, or just back out of the trade and start again.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[https://dwarffortress.mantishub.io/view.php?id=293#c8393]&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level Trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285737</id>
		<title>Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Trading&amp;diff=285737"/>
		<updated>2023-01-13T15:43:40Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* Elves */ that's one down at least&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elves ==&lt;br /&gt;
I'm working on rewriting this page to take into account all of the changes to diplomacy and the civilizations screen since it was last updated. There's a lot of work to do.&lt;br /&gt;
&lt;br /&gt;
One of the biggest changes was how elven ethics changed to reject IMPLIES_ANIMAL_KILL items. I updated it with everything I was reasonably sure about, but some things I'm only partially sure about and some things are just completely untested. I intend to check these myself, but if anyone wants to do the work in the meantime, I wouldn't mind.&lt;br /&gt;
&lt;br /&gt;
These items I haven't tested and I'm completely unsure about:&lt;br /&gt;
* [[Milk]] and [[cheese]]. These don't have [[Material definition token#IMPLIES_ANIMAL_KILL|IMPLIES_ANIMAL_KILL]] but they are obviously animal products&lt;br /&gt;
* [[Extract]]s - Likewise. Both plant and animal extracts would need to be tested separately&lt;br /&gt;
* [[Venom]] - Also likewise, although this will be hard to test&lt;br /&gt;
* Gem windows and large gems made of crystal or clear glass&lt;br /&gt;
* &amp;lt;s&amp;gt;[[Remains]] (can these even be hauled to the depot? I forget)&amp;lt;/s&amp;gt; (''they can't'' [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 15:43, 13 January 2023 (UTC))&lt;br /&gt;
* [[Codex|Codices]] and [[traction bench]]es. These items can involve [[parchment]] [[sheet]]s or [[wool]] [[rope]]s in their creation. Due to a bug&amp;lt;!--{{bug|9409}}--&amp;gt;, they can lose the material definition from these components as part of assembling a [[quire]] into a codex or a [[table]], rope, and [[mechanism]] into a traction bench. Note that a codex made with a [[wood]]en [[Book binding|binding]] or a traction bench made with a wooden table would not be acceptable in any case.&lt;br /&gt;
* [[Instrument]]s are just a giant question mark&lt;br /&gt;
* [[Scroll]]s made with [[scroll roller]]s made from [[wood]] or clear or crystal [[glass]], or [[Codex|codices]] bound with [[hair]] or [[wool]]en [[thread]].&lt;br /&gt;
&lt;br /&gt;
There are a few things I was sure enough about to put/keep in the article itself, but I do want to double-check:&lt;br /&gt;
* Soap made from oil. The bug report is still open but the soap material template seems to be IMPLIES_ANIMAL_KILL regardless of the source lipid, unless I'm misreading it.&lt;br /&gt;
* Bee stuff. No IMPLIES_ANIMAL_KILL but I haven't tried to trade them in particular&lt;br /&gt;
* Blood. IMPLIES_ANIMAL_KILL and would be very hard to test, mainly on there because I'm pretty sure about it and it's funny&lt;br /&gt;
* The glass stuff. &lt;br /&gt;
* Eggs. IMPLIES_ANIMAL_KILL but I haven't tested it&lt;br /&gt;
* Is charcoal actually offensive? I've never really tried to sell my precious, precious fuel&lt;br /&gt;
&lt;br /&gt;
Stuff that might be questionable but I've tested myself:&lt;br /&gt;
* Ash glaze bug is still there.&lt;br /&gt;
&lt;br /&gt;
Ideally a [[Template:Mod]] section with a full rundown of what makes an item offensive to elves would be also helpful, but it's a bit beyond my depth. I assume items with IMPLIES_ANIMAL_KILL are not okay, and any item tagged as grown is always okay even if it would otherwise be unacceptable, but I don't know how the tree taboo works, or how grown items are flagged. This would be cool to have but I don't know enough about the internal workings to write it. [[User:Desistance|Desistance]] ([[User talk:Desistance|talk]]) 04:20, 10 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rope_reed&amp;diff=285731</id>
		<title>Rope reed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rope_reed&amp;diff=285731"/>
		<updated>2023-01-13T09:27:08Z</updated>

		<summary type="html">&lt;p&gt;Desistance: you're mother&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Thread]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:RopeReed.png|thumb|Rope Reed]]&lt;br /&gt;
'''Rope reeds''' is an [[aboveground]] [[crop]]. It is useful for producing [[textile_industry|cloth]] and [[paper_industry|paper]]. They can also be [[brewer|brewed]] into [[alcohol|river spirits]], an affordably priced drink. You will likely be able to collect by [[plant gathering|gathering plants]] near a [[river]] or [[pool]] if you're in a temperate biome, but it may easier if in a less hospitable enviroment to [[trading|trade]] for the plants or [[seed|seeds]] from a (non-[[dwarven]]) [[caravan]], especially an [[elf|elvish]] one.&lt;br /&gt;
&lt;br /&gt;
To produce rope reed cloth, the plants must be [[plant processing|processed into threads]] at a [[farmer's workshop]]. Processing plants will yield both rope reed [[thread]] and [[seed]]s. Rope reed thread can then be woven into [[cloth]] at a [[loom]]. To produce paper [[sheet]]s, it needs to be mashed into a [[slurry]] with a [[millstone]] or a [[quern]] and then pressed on a [[screw press]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] rope reeds for their ''precise lines''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=285729</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=285729"/>
		<updated>2023-01-13T06:20:57Z</updated>

		<summary type="html">&lt;p&gt;Desistance: /* External links */ very very out of date linkspam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:embark_prev.jpg|301px|right]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when [[Site finder|choosing a site]] are: the presence of aquifers, the availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16×16 grid of embark area tiles (each representing 48×48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
Currently, an embark must be entirely within a tile on the &amp;quot;Region&amp;quot; view.  This restriction will be removed in the future.  [http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48×48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort. &lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location, in order to understand your [[surroundings]]. When there's more than one biome in the embark location you'll be able to press F1, F2, etc to see their specifics.&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axis for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. As of v50, if there are metal ores, the metals are directly named instead of vague reports of ''Shallow metal(s)'' and/or ''Deep metal(s)''. [[Flux]] is also reported if present; you can now guarantee yourself the raw materials for a [[steel]] industry if you embark on an area with both flux and [[iron]].&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is also reported here as of v50.&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks or &amp;quot;WAR&amp;quot;. The latter means you will get [[siege]]d by that race, while &amp;quot;------&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
[[File:Embark krugg2.jpg|thumb|Venture forth]] &lt;br /&gt;
&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v50.04--&amp;gt;&lt;br /&gt;
* [[Miner]]: Proficient Miner, Skilled Appraiser, and Novice Judge of Intent&lt;br /&gt;
* [[Woodworker]]: Proficient Carpenter, Competent Woodcutter, Novice Bowyer, and Novice Wood Burner&lt;br /&gt;
* [[Stoneworker]]: Proficient Mason, Adequate Stonecutter, Adequate Stone Carver, and Novice Engraver&lt;br /&gt;
* [[Metalcrafter]]: Proficient Metal Crafter, and either Proficient Stone Crafter or Competent Gem Cutter and Adequate Gem Setter {{verify}}&lt;br /&gt;
* [[Fisherdwarf]]: Proficient Fisherdwarf, and Proficient Fighter&lt;br /&gt;
* [[Planter]]: Proficient Planter, and Proficient Record Keeper&lt;br /&gt;
* [[Expedition leader|Expedition Leader]]: Adequate Organizer, Adequate Persuader, Adequate Negotiator, Adequate Conversationalist, Novice Liar, and Novice Intimidator&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v0.44.03--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]&lt;br /&gt;
&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of [[#Supplies|basic equipment]] (the same equipment Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
It is possible to change the amount of available embark points when playing via [[DF2014:Advanced world generation|advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with &amp;quot;[#]&amp;quot; being any number) will set the amount of available embark points to the specified number.&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 view when selecting 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;
{{Main|Skill}}&lt;br /&gt;
&lt;br /&gt;
At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated, and since ranks cost points there is a further trade-off to be made against other uses of embark points. The current skill rank is shown to the left of the skill (e.g. Novice), while the point cost of the next rank increment is displayed at the right; novice rank costs 5 points and each subsequent rank costs one additional point (so Adequate costs 6 points, Competent costs 7 points, and so on). Reaching 'Proficient' thus costs a total of 35 points. The most expensive allocation is granting all settlers 'proficient' in two skills; this costs a total of 490 points, which is nearly a third of the total budget. By contrast, allocating each dwarf 'novice' in 10 skills costs only 350 points.&lt;br /&gt;
&lt;br /&gt;
Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s&lt;br /&gt;
:* 2 Copper [[battle axe]]s&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 3 stacks of 5 units in 1 barrel)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 3 stacks of 5 units in 1 barrel) &lt;br /&gt;
:* 15 units of [[plump helmet]]s (3 stacks of 5 units in 1 barrel)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 leather quivers&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s†&lt;br /&gt;
:* 2 female [[cat]]s†&lt;br /&gt;
:* 2 random of [[horse]], [[yak]], or [[water buffalo]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
'''Considering Metals'''&lt;br /&gt;
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
* Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
'''Considering Materials'''&lt;br /&gt;
* When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
* You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
* Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
'''Considering Animals'''&lt;br /&gt;
* Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
† Cats and dogs are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you need to go into the pets list to add them.&lt;br /&gt;
&lt;br /&gt;
'''Those Parentheses'''&lt;br /&gt;
* All the items (not animals or dwarves) that you are bringing with you from embark will appear with between [[Item_designations#Provenance_.2F_Ownership|parentheses]]. Example: {{dftext|(copper pick)|7:1}}&lt;br /&gt;
* Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.&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 [[preferences]] and [[personality|personalities]] of your dwarves, 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. You can also go into the [[embark_profiles.txt]] and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward. [[Embark profile repository]] contains examples of different profiles you can experiment with.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
[[File:Embark krugg.jpg|thumb|Prepare carefully for the hardship ahead.]]&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play ''Dwarf Fortress''. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down. So the player should check higher z-levels above the wagon once the playing area is generated, and immediately cutting down any trees animals are stuck in.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Desistance</name></author>
	</entry>
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