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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Worldgen_examples&amp;diff=150803</id>
		<title>v0.31:Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Worldgen_examples&amp;diff=150803"/>
		<updated>2011-06-27T20:47:31Z</updated>

		<summary type="html">&lt;p&gt;Johnnydigs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:31, 3 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
please use the following template to add new world examples&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
Description. Blablbalbalbal...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[params]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This article contains, in no particular order, parameter sets for use with {{L|Advanced world generation}}. You may find one of them useful if you are trying to create worlds with specific types of features.&lt;br /&gt;
&lt;br /&gt;
=Using Examples=&lt;br /&gt;
&lt;br /&gt;
To use a worldgen example, open ''data/init/world_gen.txt'' with a text editor (notepad.exe is fine) and copy/paste the parameter set text into it, then start Dwarf Fortress and select &amp;quot;Design New World With Advanced Parameters&amp;quot;. The world parameters will appear in the list on the right of the screen. Select the name of the parameter set with the arrow keys and hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
=Posting Examples=&lt;br /&gt;
&lt;br /&gt;
The best way to post an example is not to copy the parameters from world_gen.txt but do this instead:&lt;br /&gt;
&lt;br /&gt;
#Load the world up in Legends mode.&lt;br /&gt;
#Hit {{K|p}} to &amp;quot;export map/gen info.&amp;quot;&lt;br /&gt;
#Look for a file called ''regionX-world_gen_param.txt'' in your main dwarf fortress folder&lt;br /&gt;
##Open it in a text editor (notepad is good)&lt;br /&gt;
##Copy and paste the text into the wiki page using the template hidden at the top of the wiki editing text&lt;br /&gt;
#Optional: convert the ''world_map-regionX-XXX--XXXXX.bmp'' to a PNG file (very important) using MS Paint or something and upload that as well.&lt;br /&gt;
&lt;br /&gt;
This will make sure the seed values get copied so someone can reproduce your exact results if they want, or they can delete the seed values to get their own variation.&lt;br /&gt;
&lt;br /&gt;
=Worlds=&lt;br /&gt;
&lt;br /&gt;
== The Delightful Prairie ==&lt;br /&gt;
&lt;br /&gt;
In the Dimension of Wonder lies a small valley between two mountain ranges. This valley is dominated by the Delightful Prairie. Savage beasts call it their home. &lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
*Pocket world&lt;br /&gt;
*No aquifiers&lt;br /&gt;
*Flat terrain&lt;br /&gt;
*Badgers everywhere&lt;br /&gt;
*Iron, coal, and flux everywhere&lt;br /&gt;
*A lot of Obsidian for some reason&lt;br /&gt;
*One cavern layer&lt;br /&gt;
*Contact with humans, elves, and goblins&lt;br /&gt;
*Two dwarven civs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:NO AQUIFIER POCKET]&lt;br /&gt;
	[SEED:650296489]&lt;br /&gt;
	[HISTORY_SEED:1395011604]&lt;br /&gt;
	[NAME_SEED:2186692389]&lt;br /&gt;
	[CREATURE_SEED:1226153698]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:3]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:10:1:1:5]&lt;br /&gt;
	[RAIN_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:20]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:100]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:15]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Desert World ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
This world is almost all desert with 100 or so volcanoes. The best thing about it is that there are no elves. (Dwarves and humans civilizations do exist though.) It should be reasonably usable for fortress and adventure mode.&lt;br /&gt;
&lt;br /&gt;
Don't forget to remove the seed values unless you want to reproduce this exact world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DESERT]&lt;br /&gt;
	[SEED:31337]&lt;br /&gt;
	[HISTORY_SEED:3978663230]&lt;br /&gt;
	[NAME_SEED:1936147099]&lt;br /&gt;
	[CREATURE_SEED:1739184911]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:2:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:400:202:202]&lt;br /&gt;
	[RAINFALL:0:10:101:101]&lt;br /&gt;
	[TEMPERATURE:60:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:20:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:0:100:1000:1000]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:5:1:0:0:2]&lt;br /&gt;
	[RAIN_FREQUENCY:4:20:0:0:0:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:4:5:0:0:0:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:0:0:0:8]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:4:1:0:1:0:4]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:1:0:0:0:10]&lt;br /&gt;
	[MINERAL_SCARCITY:1500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:50]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:10:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:100]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:3800:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:1000]&lt;br /&gt;
	[RIVER_MINS:50:50]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:5]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:60]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:10]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:10]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Volcanic Ice Age==&lt;br /&gt;
[[File:ice-age-world-map.png|thumb|400px|right|Exsmoxsmaksmo &amp;quot;The Future Land&amp;quot; - A future of fire and ice.]]&lt;br /&gt;
If you like ice and volcanoes then this is the place for you. Almost all glaciers and mountains with 200 volcanoes for your enjoyment. Dwarves and goblins dominate, with humans an elves only living at the top sliver of the map. Evil is prevalent. Human civilization has mostly died out (no playable human civs in adventure mode except for &amp;quot;outsider&amp;quot;.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:GLACIAL]&lt;br /&gt;
	[SEED:31337]&lt;br /&gt;
	[HISTORY_SEED:2511178890]&lt;br /&gt;
	[NAME_SEED:3575652596]&lt;br /&gt;
	[CREATURE_SEED:3188147346]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:500]&lt;br /&gt;
	[BEAST_END_YEAR:2:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:1500:1500]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:-100:-100:200:200]&lt;br /&gt;
	[DRAINAGE:80:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:5:1:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:2:4:0:0:0:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:1:0:0:0:1]&lt;br /&gt;
	[MINERAL_SCARCITY:1800]&lt;br /&gt;
	[MEGABEAST_CAP:5]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:30]&lt;br /&gt;
	[TITAN_NUMBER:30]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:5]&lt;br /&gt;
	[GOOD_SQ_COUNTS:300:100:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:800:100:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:200]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:20:20]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:10000:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:2]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:70]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:70]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:10]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:50]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swamp of Evil==&lt;br /&gt;
[[File:swamp-world-map.png|thumb|400px|right|Tar Mudung &amp;quot;The Land of Portent&amp;quot;]]&lt;br /&gt;
Savage world dominated by evil swamps. You might want to turn down the savagery for more civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:EVIL]&lt;br /&gt;
	[SEED:31338]&lt;br /&gt;
	[HISTORY_SEED:3757804509]&lt;br /&gt;
	[NAME_SEED:1681632938]&lt;br /&gt;
	[CREATURE_SEED:825444517]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:500]&lt;br /&gt;
	[BEAST_END_YEAR:2:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:50:350:1500:1500]&lt;br /&gt;
	[RAINFALL:33:90:500:500]&lt;br /&gt;
	[TEMPERATURE:50:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:75:500:500]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:33:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:18:2:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:4:3:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:4:30:0:0:0:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:1:0:0:0:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2000]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:40]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:30:30:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:200:4000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:50]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:200:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:100:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:200:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:600:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:60]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:10]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:30]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:35]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Patchwork ==&lt;br /&gt;
[[File:patchwork-world-map.png|thumb|400px|right|Example &amp;quot;Patchwork&amp;quot; World]]&lt;br /&gt;
This is an example of a &amp;quot;patchwork&amp;quot; world with many small and very random biomes next to each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:PATCHWORK]&lt;br /&gt;
	[SEED:31337]&lt;br /&gt;
	[HISTORY_SEED:733133752]&lt;br /&gt;
	[NAME_SEED:2188605780]&lt;br /&gt;
	[CREATURE_SEED:500403440]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:100:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:3200:3200]&lt;br /&gt;
	[RAINFALL:0:100:3200:3200]&lt;br /&gt;
	[TEMPERATURE:25:75:3200:3200]&lt;br /&gt;
	[DRAINAGE:0:100:3200:3200]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:0:100:3200:3200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2000]&lt;br /&gt;
	[MEGABEAST_CAP:30]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:60]&lt;br /&gt;
	[TITAN_NUMBER:50]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:500:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:500:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:10]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:200]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick and Light==&lt;br /&gt;
&lt;br /&gt;
This is a 65x65 map that rolls a 100 year history. Also, the elevation weights are tuned to be more central, and the minimum elevation is set to 50 to reduce the amount of water squares. And finally, the temperature range is set to a minimum of 50, so that embark zones won't be frozen.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:Quick and Light]&lt;br /&gt;
	[CUSTOM_NAME:Early Dawn]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:2:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:50:400:202:202]&lt;br /&gt;
	[RAINFALL:0:100:101:101]&lt;br /&gt;
	[TEMPERATURE:50:80:101:101]&lt;br /&gt;
	[DRAINAGE:0:100:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:101:101]&lt;br /&gt;
	[SAVAGERY:0:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:2:3:2:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:6:63:127]&lt;br /&gt;
	[EVIL_SQ_COUNTS:6:63:127]&lt;br /&gt;
	[PEAK_NUMBER_MIN:3]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:264:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:528:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:25:25]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:6]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:12]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:10]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:528:1056:528]&lt;br /&gt;
	[RAIN_RANGES:264:528:264]&lt;br /&gt;
	[DRAINAGE_RANGES:264:528:264]&lt;br /&gt;
	[SAVAGERY_RANGES:264:528:264]&lt;br /&gt;
	[VOLCANISM_RANGES:264:528:264]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==More Room Before Caves==&lt;br /&gt;
&lt;br /&gt;
This is a 257x257 large map that rolls a 200 year history. Nothing else is really changed except you have more z-layers before hitting your first cavern so that you can build and mine more effectively.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:Cave Room]&lt;br /&gt;
	[CUSTOM_NAME:Cave Room]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:199]&lt;br /&gt;
	[BEAST_END_YEAR:300:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MEGABEAST_CAP:75]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:150]&lt;br /&gt;
	[TITAN_NUMBER:33]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[GOOD_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:2]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:15]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:DESERT:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:FOREST:4128:13:12]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:8256:9:9]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:8256:7:6]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:8256:13:12]&lt;br /&gt;
	[REGION_COUNTS:HILLS:8256:13:12]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:25]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:5]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:50]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==102 Volcanoes==&lt;br /&gt;
&amp;quot;102 Volcanoes&amp;quot; is a file I've been playing with to make it easier to find a volcano next to flux. Setting volcanism to 100 allows a volcano. Volcano_min is also volcano_max, if you set it to 0 you get no volcanoes. Most of the Fun has been sucked out of the parameters, so ramp them up or you'll likely get bored.&lt;br /&gt;
&lt;br /&gt;
This setup should give you a river, some forest, and a decent chance at sedimentary/flux by each volcano.&lt;br /&gt;
(Don't set the cavern layer to 0 or no plants on embark, lol)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:102 Volcanoes]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:2]&lt;br /&gt;
	[BEAST_END_YEAR:2:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:400:0:0]&lt;br /&gt;
	[RAINFALL:66:66:0:0]&lt;br /&gt;
	[TEMPERATURE:63:63:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:100:0:0]&lt;br /&gt;
	[SAVAGERY:50:50:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[RAIN_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:0]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:102]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:8:8]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:1700]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:0]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:3]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:0]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
[PS_EL:100:100:100:100:110:110:110:110:110:110:110:110:110:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:110:110:110:110:110:110:110:110:110:110:110:100:100:100]&lt;br /&gt;
[PS_EL:100:100:110:110:110:120:120:120:120:120:120:120:110:110:110:100:100]&lt;br /&gt;
[PS_EL:100:110:110:110:120:120:120:120:120:120:120:120:120:110:110:110:100]&lt;br /&gt;
[PS_EL:110:110:110:120:120:120:130:130:130:130:130:120:120:120:110:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:120:130:130:130:130:130:130:130:120:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:120:130:130:130:130:130:130:130:120:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:110:120:120:120:130:130:130:130:130:120:120:120:110:110:110]&lt;br /&gt;
[PS_EL:100:110:110:110:120:120:120:120:120:120:120:120:120:110:110:110:100]&lt;br /&gt;
[PS_EL:100:100:110:110:110:120:120:120:120:120:120:120:110:110:110:100:100]&lt;br /&gt;
[PS_EL:100:100:100:110:110:110:110:110:110:110:110:110:110:110:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:110:110:110:110:110:110:110:110:110:100:100:100:100]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ilusnitom - The Everseeing Planets ==&lt;br /&gt;
[[Image:SEED-314710875.jpg|thumb|400px|right]]&lt;br /&gt;
This world was generated for v0.31.16 and so the seeds might not result in the same world in newer versions.&lt;br /&gt;
&lt;br /&gt;
* Area: 4x4&lt;br /&gt;
* Trees &amp;amp; Plants: Heavily forested (conifer forest), Woodland(thick shrubs)&lt;br /&gt;
* Flux: Yes, top right&lt;br /&gt;
* Coal: Yes, top right&lt;br /&gt;
* Ore: Unknown, have iron, lead, copper, tin, silver, gold, aluminium&lt;br /&gt;
* Water: Brook, underground lake&lt;br /&gt;
* Adamantine: Unknown&lt;br /&gt;
* Magma: Volcano&lt;br /&gt;
* Neighboring Civs: All&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM REGION]&lt;br /&gt;
	[SEED:314710875]&lt;br /&gt;
	[HISTORY_SEED:16462857]&lt;br /&gt;
	[NAME_SEED:1374351994]&lt;br /&gt;
	[CREATURE_SEED:1547224588]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1500]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:50:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:20:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:60]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:1]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ageless Planet Of Legend ==&lt;br /&gt;
[[File:Dfw-31.17-rlp-1.PNG|thumb|400px|right]]&lt;br /&gt;
This world was generated for v0.31.16 and so the seeds might not result in the same world in newer versions.&lt;br /&gt;
&lt;br /&gt;
* Sand&lt;br /&gt;
* Chalk (flux)&lt;br /&gt;
* Obsidian (other biome)&lt;br /&gt;
* Trees&lt;br /&gt;
* Water&lt;br /&gt;
* Dwarves, Elves, Goblins, and Humans&lt;br /&gt;
&lt;br /&gt;
Generated on 31.16, Windows 7&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM REGION]&lt;br /&gt;
	[SEED:196405198]&lt;br /&gt;
	[HISTORY_SEED:196405198]&lt;br /&gt;
	[NAME_SEED:196405198]&lt;br /&gt;
	[CREATURE_SEED:196405198]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Johnnydigs</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150611</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150611"/>
		<updated>2011-06-22T21:06:32Z</updated>

		<summary type="html">&lt;p&gt;Johnnydigs: /* Want to Upload Image of World for Worldgen Examples */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
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== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
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== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
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== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
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== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
&lt;br /&gt;
== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
&lt;br /&gt;
== Need a redirect created ==&lt;br /&gt;
&lt;br /&gt;
{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see to have the ability to do this so I went ahead and did it. --[[User:Ral|Ral]] 03:03, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search error ==&lt;br /&gt;
&lt;br /&gt;
searching for &amp;quot;plant/animal&amp;quot; generates quite a few lines of &amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'a' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page Request for Root Infinity ==&lt;br /&gt;
&lt;br /&gt;
I want to have a user page - I've been doing some logic work on the forums (see [http://www.bay12forums.com/smf/index.php?topic=86316 here] for the details so far), and I wish to be able to post designs on my user page temporarily, and/or for the more specialized logic (JK/T/D flip-flops; (de)multiplexers, et cetera. Can you please set this up for me?&lt;br /&gt;
&lt;br /&gt;
Also, is there anything that you want me to do? I like doing minor editing, and also like doing logic-based things.&lt;br /&gt;
&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:28, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sidebar broken on Konqueror? ==&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=85834 here] - basically the sidebar is pushed to down below the bottom of the page.&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:32, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==User Page==&lt;br /&gt;
&lt;br /&gt;
I'd like to upload my tileset and make a user page, could you give me permission for that?&lt;br /&gt;
&lt;br /&gt;
[[User:Vidumec|Vidumec]] 19:11, 20 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Want to Upload Image of World for Worldgen Examples ==&lt;br /&gt;
&lt;br /&gt;
I added a world to the worldgen examples page but I don't have permission to upload an image of it. ~~Johnnydigs&lt;/div&gt;</summary>
		<author><name>Johnnydigs</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Worldgen_examples&amp;diff=150608</id>
		<title>v0.31:Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Worldgen_examples&amp;diff=150608"/>
		<updated>2011-06-22T20:24:37Z</updated>

		<summary type="html">&lt;p&gt;Johnnydigs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:31, 3 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
please use the following template to add new world examples&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
Description. Blablbalbalbal...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[params]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This article contains, in no particular order, parameter sets for use with {{L|Advanced world generation}}. You may find one of them useful if you are trying to create worlds with specific types of features.&lt;br /&gt;
&lt;br /&gt;
=Using Examples=&lt;br /&gt;
&lt;br /&gt;
To use a worldgen example, open ''data/init/world_gen.txt'' with a text editor (notepad.exe is fine) and copy/paste the parameter set text into it, then start Dwarf Fortress and select &amp;quot;Design New World With Advanced Parameters&amp;quot;. The world parameters will appear in the list on the right of the screen. Select the name of the parameter set with the arrow keys and hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
=Posting Examples=&lt;br /&gt;
&lt;br /&gt;
The best way to post an example is not to copy the parameters from world_gen.txt but do this instead:&lt;br /&gt;
&lt;br /&gt;
#Load the world up in Legends mode.&lt;br /&gt;
#Hit {{K|p}} to &amp;quot;export map/gen info.&amp;quot;&lt;br /&gt;
#Look for a file called ''regionX-world_gen_param.txt'' in your main dwarf fortress folder&lt;br /&gt;
##Open it in a text editor (notepad is good)&lt;br /&gt;
##Copy and paste the text into the wiki page using the template hidden at the top of the wiki editing text&lt;br /&gt;
#Optional: convert the ''world_map-regionX-XXX--XXXXX.bmp'' to a PNG file (very important) using MS Paint or something and upload that as well.&lt;br /&gt;
&lt;br /&gt;
This will make sure the seed values get copied so someone can reproduce your exact results if they want, or they can delete the seed values to get their own variation.&lt;br /&gt;
&lt;br /&gt;
=Worlds=&lt;br /&gt;
&lt;br /&gt;
== The Delightful Prairie ==&lt;br /&gt;
&lt;br /&gt;
In the Dimension of Wonder lies a small valley between two mountain ranges. This valley is dominated by the Delightful Prairie. Savage beasts call it their home. &lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
*Pocket world&lt;br /&gt;
*No aquifiers&lt;br /&gt;
*Flat terrain&lt;br /&gt;
*Badgers everywhere&lt;br /&gt;
*Iron, coal, and flux everywhere&lt;br /&gt;
*A lot of Obsidian for some reason&lt;br /&gt;
*One cavern layer&lt;br /&gt;
*Contact with humans, elves, and goblins&lt;br /&gt;
*Two dwarven civs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:NO AQUIFIER POCKET]&lt;br /&gt;
	[SEED:650296489]&lt;br /&gt;
	[HISTORY_SEED:1395011604]&lt;br /&gt;
	[NAME_SEED:2186692389]&lt;br /&gt;
	[CREATURE_SEED:1226153698]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:3]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:10:1:1:5]&lt;br /&gt;
	[RAIN_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:20]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:100]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Desert World ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
This world is almost all desert with 100 or so volcanoes. The best thing about it is that there are no elves. (Dwarves and humans civilizations do exist though.) It should be reasonably usable for fortress and adventure mode.&lt;br /&gt;
&lt;br /&gt;
Don't forget to remove the seed values unless you want to reproduce this exact world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DESERT]&lt;br /&gt;
	[SEED:31337]&lt;br /&gt;
	[HISTORY_SEED:3978663230]&lt;br /&gt;
	[NAME_SEED:1936147099]&lt;br /&gt;
	[CREATURE_SEED:1739184911]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:2:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:400:202:202]&lt;br /&gt;
	[RAINFALL:0:10:101:101]&lt;br /&gt;
	[TEMPERATURE:60:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:20:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:0:100:1000:1000]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:5:1:0:0:2]&lt;br /&gt;
	[RAIN_FREQUENCY:4:20:0:0:0:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:4:5:0:0:0:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:0:0:0:8]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:4:1:0:1:0:4]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:1:0:0:0:10]&lt;br /&gt;
	[MINERAL_SCARCITY:1500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:50]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:10:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:100]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:3800:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:1000]&lt;br /&gt;
	[RIVER_MINS:50:50]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:5]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:60]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:10]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:10]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Volcanic Ice Age==&lt;br /&gt;
[[File:ice-age-world-map.png|thumb|400px|right|Exsmoxsmaksmo &amp;quot;The Future Land&amp;quot; - A future of fire and ice.]]&lt;br /&gt;
If you like ice and volcanoes then this is the place for you. Almost all glaciers and mountains with 200 volcanoes for your enjoyment. Dwarves and goblins dominate, with humans an elves only living at the top sliver of the map. Evil is prevalent. Human civilization has mostly died out (no playable human civs in adventure mode except for &amp;quot;outsider&amp;quot;.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:GLACIAL]&lt;br /&gt;
	[SEED:31337]&lt;br /&gt;
	[HISTORY_SEED:2511178890]&lt;br /&gt;
	[NAME_SEED:3575652596]&lt;br /&gt;
	[CREATURE_SEED:3188147346]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:500]&lt;br /&gt;
	[BEAST_END_YEAR:2:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:1500:1500]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:-100:-100:200:200]&lt;br /&gt;
	[DRAINAGE:80:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:5:1:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:2:4:0:0:0:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:1:0:0:0:1]&lt;br /&gt;
	[MINERAL_SCARCITY:1800]&lt;br /&gt;
	[MEGABEAST_CAP:5]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:30]&lt;br /&gt;
	[TITAN_NUMBER:30]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:5]&lt;br /&gt;
	[GOOD_SQ_COUNTS:300:100:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:800:100:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:200]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:20:20]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:10000:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:2]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:70]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:70]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:10]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:50]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Swamp of Evil==&lt;br /&gt;
[[File:swamp-world-map.png|thumb|400px|right|Tar Mudung &amp;quot;The Land of Portent&amp;quot;]]&lt;br /&gt;
Savage world dominated by evil swamps. You might want to turn down the savagery for more civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:EVIL]&lt;br /&gt;
	[SEED:31338]&lt;br /&gt;
	[HISTORY_SEED:3757804509]&lt;br /&gt;
	[NAME_SEED:1681632938]&lt;br /&gt;
	[CREATURE_SEED:825444517]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:500]&lt;br /&gt;
	[BEAST_END_YEAR:2:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:50:350:1500:1500]&lt;br /&gt;
	[RAINFALL:33:90:500:500]&lt;br /&gt;
	[TEMPERATURE:50:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:75:500:500]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:33:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:18:2:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:4:3:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:4:30:0:0:0:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:1:0:0:0:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2000]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:40]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:30:30:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:200:4000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:50]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:200:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:100:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:200:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:600:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:60]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:10]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:30]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:35]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Patchwork ==&lt;br /&gt;
[[File:patchwork-world-map.png|thumb|400px|right|Example &amp;quot;Patchwork&amp;quot; World]]&lt;br /&gt;
This is an example of a &amp;quot;patchwork&amp;quot; world with many small and very random biomes next to each other.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:PATCHWORK]&lt;br /&gt;
	[SEED:31337]&lt;br /&gt;
	[HISTORY_SEED:733133752]&lt;br /&gt;
	[NAME_SEED:2188605780]&lt;br /&gt;
	[CREATURE_SEED:500403440]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:100:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:3200:3200]&lt;br /&gt;
	[RAINFALL:0:100:3200:3200]&lt;br /&gt;
	[TEMPERATURE:25:75:3200:3200]&lt;br /&gt;
	[DRAINAGE:0:100:3200:3200]&lt;br /&gt;
	[VOLCANISM:0:100:3200:3200]&lt;br /&gt;
	[SAVAGERY:0:100:3200:3200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2000]&lt;br /&gt;
	[MEGABEAST_CAP:30]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:60]&lt;br /&gt;
	[TITAN_NUMBER:50]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:500:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:500:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:10]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:200]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:-1]&lt;br /&gt;
	[SITE_CAP:-1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick and Light==&lt;br /&gt;
&lt;br /&gt;
This is a 65x65 map that rolls a 100 year history. Also, the elevation weights are tuned to be more central, and the minimum elevation is set to 50 to reduce the amount of water squares. And finally, the temperature range is set to a minimum of 50, so that embark zones won't be frozen.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:Quick and Light]&lt;br /&gt;
	[CUSTOM_NAME:Early Dawn]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:2:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:50:400:202:202]&lt;br /&gt;
	[RAINFALL:0:100:101:101]&lt;br /&gt;
	[TEMPERATURE:50:80:101:101]&lt;br /&gt;
	[DRAINAGE:0:100:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:101:101]&lt;br /&gt;
	[SAVAGERY:0:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:2:3:2:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[GOOD_SQ_COUNTS:6:63:127]&lt;br /&gt;
	[EVIL_SQ_COUNTS:6:63:127]&lt;br /&gt;
	[PEAK_NUMBER_MIN:3]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:264:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:528:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:25:25]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:6]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:12]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:10]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:528:1056:528]&lt;br /&gt;
	[RAIN_RANGES:264:528:264]&lt;br /&gt;
	[DRAINAGE_RANGES:264:528:264]&lt;br /&gt;
	[SAVAGERY_RANGES:264:528:264]&lt;br /&gt;
	[VOLCANISM_RANGES:264:528:264]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==More Room Before Caves==&lt;br /&gt;
&lt;br /&gt;
This is a 257x257 large map that rolls a 200 year history. Nothing else is really changed except you have more z-layers before hitting your first cavern so that you can build and mine more effectively.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:Cave Room]&lt;br /&gt;
	[CUSTOM_NAME:Cave Room]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:199]&lt;br /&gt;
	[BEAST_END_YEAR:300:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MEGABEAST_CAP:75]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:150]&lt;br /&gt;
	[TITAN_NUMBER:33]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[GOOD_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:2]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:15]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:DESERT:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:FOREST:4128:13:12]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:8256:9:9]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:8256:7:6]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:8256:13:12]&lt;br /&gt;
	[REGION_COUNTS:HILLS:8256:13:12]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:25]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:5]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:50]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==102 Volcanoes==&lt;br /&gt;
&amp;quot;102 Volcanoes&amp;quot; is a file I've been playing with to make it easier to find a volcano next to flux. Setting volcanism to 100 allows a volcano. Volcano_min is also volcano_max, if you set it to 0 you get no volcanoes. Most of the Fun has been sucked out of the parameters, so ramp them up or you'll likely get bored.&lt;br /&gt;
&lt;br /&gt;
This setup should give you a river, some forest, and a decent chance at sedimentary/flux by each volcano.&lt;br /&gt;
(Don't set the cavern layer to 0 or no plants on embark, lol)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:102 Volcanoes]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:2]&lt;br /&gt;
	[BEAST_END_YEAR:2:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:400:0:0]&lt;br /&gt;
	[RAINFALL:66:66:0:0]&lt;br /&gt;
	[TEMPERATURE:63:63:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:100:0:0]&lt;br /&gt;
	[SAVAGERY:50:50:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[RAIN_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:0:0:0:0:0]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:0]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:102]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:8:8]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:1700]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:0]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:3]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:0]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
[PS_EL:100:100:100:100:110:110:110:110:110:110:110:110:110:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:110:110:110:110:110:110:110:110:110:110:110:100:100:100]&lt;br /&gt;
[PS_EL:100:100:110:110:110:120:120:120:120:120:120:120:110:110:110:100:100]&lt;br /&gt;
[PS_EL:100:110:110:110:120:120:120:120:120:120:120:120:120:110:110:110:100]&lt;br /&gt;
[PS_EL:110:110:110:120:120:120:130:130:130:130:130:120:120:120:110:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:120:130:130:130:130:130:130:130:120:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:130:130:140:140:140:140:140:130:130:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:120:120:120:130:130:130:130:130:130:130:120:120:120:110:110]&lt;br /&gt;
[PS_EL:110:110:110:120:120:120:130:130:130:130:130:120:120:120:110:110:110]&lt;br /&gt;
[PS_EL:100:110:110:110:120:120:120:120:120:120:120:120:120:110:110:110:100]&lt;br /&gt;
[PS_EL:100:100:110:110:110:120:120:120:120:120:120:120:110:110:110:100:100]&lt;br /&gt;
[PS_EL:100:100:100:110:110:110:110:110:110:110:110:110:110:110:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:110:110:110:110:110:110:110:110:110:100:100:100:100]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
[PS_VL:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
[PS_VL:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0]&lt;br /&gt;
[PS_VL:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100:0:100]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ilusnitom - The Everseeing Planets ==&lt;br /&gt;
[[Image:SEED-314710875.jpg|thumb|400px|right]]&lt;br /&gt;
This world was generated for v0.31.16 and so the seeds might not result in the same world in newer versions.&lt;br /&gt;
&lt;br /&gt;
* Area: 4x4&lt;br /&gt;
* Trees &amp;amp; Plants: Heavily forested (conifer forest), Woodland(thick shrubs)&lt;br /&gt;
* Flux: Yes, top right&lt;br /&gt;
* Coal: Yes, top right&lt;br /&gt;
* Ore: Unknown, have iron, lead, copper, tin, silver, gold, aluminium&lt;br /&gt;
* Water: Brook, underground lake&lt;br /&gt;
* Adamantine: Unknown&lt;br /&gt;
* Magma: Volcano&lt;br /&gt;
* Neighboring Civs: All&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM REGION]&lt;br /&gt;
	[SEED:314710875]&lt;br /&gt;
	[HISTORY_SEED:16462857]&lt;br /&gt;
	[NAME_SEED:1374351994]&lt;br /&gt;
	[CREATURE_SEED:1547224588]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1500]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:50:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:20:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:60]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:1]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Ageless Planet Of Legend ==&lt;br /&gt;
[[File:Dfw-31.17-rlp-1.PNG|thumb|400px|right]]&lt;br /&gt;
This world was generated for v0.31.16 and so the seeds might not result in the same world in newer versions.&lt;br /&gt;
&lt;br /&gt;
* Sand&lt;br /&gt;
* Chalk (flux)&lt;br /&gt;
* Obsidian (other biome)&lt;br /&gt;
* Trees&lt;br /&gt;
* Water&lt;br /&gt;
* Dwarves, Elves, Goblins, and Humans&lt;br /&gt;
&lt;br /&gt;
Generated on 31.16, Windows 7&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM REGION]&lt;br /&gt;
	[SEED:196405198]&lt;br /&gt;
	[HISTORY_SEED:196405198]&lt;br /&gt;
	[NAME_SEED:196405198]&lt;br /&gt;
	[CREATURE_SEED:196405198]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Johnnydigs</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sample_Starting_Builds&amp;diff=150485</id>
		<title>v0.31:Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sample_Starting_Builds&amp;diff=150485"/>
		<updated>2011-06-17T20:21:30Z</updated>

		<summary type="html">&lt;p&gt;Johnnydigs: added a few more builds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ashery===&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
===Tarran===&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
===Ancient Enemy===&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
===Proteus===&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
===Cronus===&lt;br /&gt;
*Miners/Mechanics: 2 dwarves with max points in mining and mechanics; get the fort, then those traps, up quickly. &lt;br /&gt;
*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels&lt;br /&gt;
*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.&lt;br /&gt;
*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking. &lt;br /&gt;
*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.&lt;br /&gt;
*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.&lt;br /&gt;
&lt;br /&gt;
===Jake Grey===&lt;br /&gt;
* The Hunter: Ambusher, Marksdwarf, Hammerdwarf, Shield/Armour User, Dodger. Number two source of protein and useful military backup.&lt;br /&gt;
* The Catering Team: One Grower/Butcher/Fish Cleaner/Tanner and one Grower/Cook/Brewer/Plant Gatherer/Thresher. Usually get the Record Keeper and Appraiser points as well, since they have probably the safest jobs, and some points in mining to get things dug faster.&lt;br /&gt;
* The Artisans: One Carpenter/Woodcutter/Bone Carver, one Miner/Mason/Stone Crafter/Architect and one Miner/Metalsmith/Weaponsmith/Armoursmith/Furnace Operator. The blacksmith usually gets the Organiser points, as I don't embark with an anvil.&lt;br /&gt;
* &amp;quot;Dr Fisher&amp;quot;: Adequate Diagnostician, Wound Dresser, Suturer, Bone Doctor, Surgeon, Novice Fisherdwarf. The world's happiest on-call GP, feeds the fortress almost single-handed while waiting for someone to get injured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stoners===&lt;br /&gt;
&lt;br /&gt;
The Dwarves:&lt;br /&gt;
*Miner/Stonecrafter (mines and makes pots and crafts when needed)&lt;br /&gt;
*Miner/Mechanic (mines and makes levers or traps when needed)&lt;br /&gt;
*Mason/Building Designer (makes all the furniture and buildings)&lt;br /&gt;
*Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed)&lt;br /&gt;
*Weaponsmith/Armorsmith (will provide good quality gear for your militia)&lt;br /&gt;
*Grower/Brewer (farms, makes booze, and does most of the hauling early)&lt;br /&gt;
*Grower/Cook (farms, cooks food, and does most of the hauling early)&lt;br /&gt;
&lt;br /&gt;
Supplies:&lt;br /&gt;
*2 Picks&lt;br /&gt;
*1 Battleaxe&lt;br /&gt;
*1 Anvil&lt;br /&gt;
*60 Booze&lt;br /&gt;
*30 Meat/Fish/Eggs&lt;br /&gt;
*5-10 of each seed&lt;br /&gt;
*Spend the rest of the points on anything else you want like plump helmets, animals, wood, and ores. Taking copper ores (malachite/copper nuggets) and tin ores (cassiterite) are a good choice since using them to make bronze is very cheap at 6 points per ore.&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well.&lt;br /&gt;
*Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example.&lt;br /&gt;
&lt;br /&gt;
===Gemcutters=== &lt;br /&gt;
&lt;br /&gt;
The Dwarves:&lt;br /&gt;
*Miner/Stonecrafter (mines and makes pots and crafts when needed)&lt;br /&gt;
*Miner/Gem Cutter (mines and cuts gems)&lt;br /&gt;
*Miner/Gem Setter (mines and encrusts gems into crafts and furniture)&lt;br /&gt;
*Mason/Building Designer (makes all furniture and buildings)&lt;br /&gt;
*Carpenter/Mechanic (makes beds, bins, barrels, cages, levers, and traps)&lt;br /&gt;
*Weaponsmith/Armorsmith (will provide good quality gear for your militia)&lt;br /&gt;
*Farmer/Brewer (hauls early on until you hit the caverns, then will farm and brew)&lt;br /&gt;
&lt;br /&gt;
Supplies:&lt;br /&gt;
*3 Picks&lt;br /&gt;
*1 Anvil&lt;br /&gt;
*60 Booze&lt;br /&gt;
*30 meat/fish/eggs&lt;br /&gt;
*15 plump helmets&lt;br /&gt;
*5 of each seed&lt;br /&gt;
*50 or so logs&lt;br /&gt;
*spend the rest on whatever else you want like animals and ores.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*This is basically a variation of &amp;quot;The Stoners&amp;quot; build above, except modified to be used on a glacier type embark. The woodcutter is useless on glaciers so tons of wood is brought instead. The 2nd farmer is replaced with a 3rd miner in order to help find the caverns before your food runs out. &lt;br /&gt;
*Once you hit the caverns you can start farming on the mud. Be sure you draft your first few migrants and supply them with good gear using your smith; in order to defend yourself from anything that may be down there. &lt;br /&gt;
*Trading early on will mostly consist of stone crafts/mugs encrusted with any gems you find.&lt;br /&gt;
&lt;br /&gt;
===The Mining Guild===&lt;br /&gt;
&lt;br /&gt;
The Dwarves:&lt;br /&gt;
*7 Proficient Miners&lt;br /&gt;
&lt;br /&gt;
Supplies:&lt;br /&gt;
*7 Copper Picks&lt;br /&gt;
*100 Booze (25 of each type)&lt;br /&gt;
*100 Meat/Fish/Eggs&lt;br /&gt;
*25 Plump Helmets&lt;br /&gt;
*7 Logs&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Seven miners to dig out your entire fort straight from the start with enough food/booze to last you a year or two. Let migrants fill the other roles your fortress will require. &lt;br /&gt;
*Don't bother hauling all these supplies. Just build a wall around your wagon site and make it accessible via a staircase underground. &lt;br /&gt;
*Use the 7 logs + the 3 from the wagon to make a cheap dormitory until a good carpenter migrates to you. Also make a small dining room so dwarves stop complaining. &lt;br /&gt;
*Plump Helmets are to be used for emergency booze only, not eaten. Keep them forbidden until enough barrels become empty.&lt;br /&gt;
*Now dig, dig EVERYTHING. Two hundred bedrooms, noble quarters, grand dining room, massive workshop floors, massive stockpile floors, magma smelting floors, massive tree farms, barracks, hospitals, wells, crypts, trap corridors, etc etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&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;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-2, Engraving-3&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-1, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-4, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tatter's Ragtime Band===&lt;br /&gt;
&lt;br /&gt;
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from &amp;quot;unskilled&amp;quot; quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.&lt;br /&gt;
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing &amp;quot;crime&amp;quot; won't result in undue maiming. (Moodable skill: Mining)&lt;br /&gt;
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)&lt;br /&gt;
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)&lt;br /&gt;
*Embalmer: 5 points in Brewing, 5 points in Leatherworking. Makes leather bags and armor early in the game, alcohol later. Assign him the Tanner and Butcher labors as well, until immigrants with better skills arrive, and the Miner labor, for the reasons stated above. (Moodable skill: Leatherworker)&lt;br /&gt;
*Iron Chef: 5 points in Cooking, 5 points in Weaponsmithing. Makes the steel when he isn't making a meal. Assign him the Furnace Operator and Wood Burner labors, until immigrants with better skills arrive, so he can make the raw materials of his craft, and the Miner labor on general principles. If you're unlucky with immigrants, or determined to make additional forges or metal armor right away, you can give him the Armorer and Blacksmith labors as well. (Moodable skill: Weaponsmith)&lt;br /&gt;
*Architect: 5 points in Mason, 5 points in Building Designer. Unlocks all buildings from the start, and will build nice stone ones that improve dwarven moods. The sheer amount of construction needed to build a secure and functional initial fort quickly may make it a good idea to turn OFF all labors for the Architect except Mason and Building Designer, at least until everyone and everything is safely underground. If you ever do finish building everthing you need, give him back any labors you turned off, and add Engraver (train him by smoothing stone first) and Miner labors as well. (Moodable skill: Mason)&lt;br /&gt;
*Mech Pilot: 5 points in Mechanic, 5 points in any skill you want. I used to think Ballistae were awesome, but sadly they only work well on paper, unless built (and crewed) in large numbers. If you still want to use them, putting his 5 points in Siege Engineer is better than Siege Operator, for high quality machines straight away. Build some extra catapults and sling rocks around for training when your dwarves have some free time, if you still want to use siege engines. Otherwise, you can give him a quick crafting skill, possibly one of the job skills the other dwarves would be training up from Dabbling (Armorer or Blacksmith would probably be the best). Don't attach a seriously time-consuming skill like Wood Burner or Furnace Operator, though, because this dwarf should mostly be making mechanisms for your cage traps. (Moodable skill: Mechanic)&lt;br /&gt;
Crafting and Gem Setter skills should be available through immigrants, but the Stonecraft skill can be trained up easily and cheaply from nothing by any dwarf that spends much time idle, if you absolutely must have something quickly. Fishing and Hunting can likewise usually wait until immigrants arrive with these skills. Chasing wolves around with your militia can be frustrating, but eventually one of them will make the mistake of trying to stand and fight, and even simple clothes can deflect most animals' teeth, claws, and horns (just don't go after bears without metal armor!). &lt;br /&gt;
&lt;br /&gt;
Recommended embark items:&lt;br /&gt;
*1+ copper picks (use any leftover embark points to buy up to 5 spares)&lt;br /&gt;
*1 iron anvil, to guarantee you can make more picks quickly.&lt;br /&gt;
*1 wooden training axe, or battle axe if the &amp;quot;training axes can chop down trees&amp;quot; exploit is ever fixed. This will keep you from being left without fuel for the forge if you run out of wood, but can be skipped if you're embarking to an area where there are no trees (or if you're going to DIY it).&lt;br /&gt;
*1+ of each type of seed, mostly for the bags, as you will probably be surface farming with gathered plants until the caravans arrive anyhow. Note that quarry bush seeds are edible, and dwarves will often consume your whole initial stockpile before you can plant them.&lt;br /&gt;
*35-40 units of meat/fish, one from each different animal or fish that is available to your culture for 2 embark points per unit. This will give you enough meat to keep your dwarves fed until the first caravan arrives, and the maximum number of free barrels as well. Meat is generally preferred by dwarves over organs that aren't prepared in a kitchen first (meaning the barrels will be empty and available for other uses faster). Note that some animals may not have meat available (vermin like cave spiders, for example), in which case organs are preferable to nothing at all. Note that dwarven nutritional needs seem to have increased since the 31.12 patch; the original recommendation of 25-30 food probably won't even last you through summer, and getting this minimum might not even last through autumn without farming or hunting some extra.&lt;br /&gt;
*31 each of dwarven ale, dwarven beer, and dwarven rum. Dwarven wine will be produced in large quantities on site once subterranean farming is ready to grow Plump Helmets, and this should be enough alcohol to keep your dwarves happy until a caravan arrives with more if you need it. Dwarven alcohol needs have increased a bit too, it seems.&lt;br /&gt;
*Anything else that you may need more of than the site can provide right away:&lt;br /&gt;
**Wood, if the biomes are devoid of trees (glacier, mountain, desert, etc.).&lt;br /&gt;
**Metal ore, if you have plenty of trees but may need more/better metal than you are likely to find immediately (savage/evil biomes).&lt;br /&gt;
**Metal bars, if you need metal but trees are scarce.&lt;br /&gt;
**Weapons and armor, if you are mad enough to take on a Terrifying biome.&lt;br /&gt;
**Flux stone, if you want to make steel quickly but the embark site lacks chalk, limestone, or dolomite (marble and calcite are normally only found far too deep to be of much early use).&lt;br /&gt;
**Dogs, if you want a decent &amp;quot;militia&amp;quot; fairly quickly. Build a kennel and have the Boss train them into War Dogs. One male and the rest females will produce more dogs as quickly as possible.&lt;br /&gt;
**Plaster bags, for the hospital. You can usually find some plaster-making stones on site, but turning them into bags of plaster powder for setting bones is a difficult, time consuming, and fuel burning process, until you can build magma kilns. On the other hand, if you aren't expecting serious combat before the caravans arrive, you can usually buy more than you will ever use from them fairly cheap.&lt;br /&gt;
**Plump Helmets, as an emergency food/alcohol supply if you anticipate problems making a subterranean farm. Buy in quantities ending in 1, for the maximum number of free barrels. They're quite a bit more expensive than seeds, or other foodstuffs, but their utility makes up for that.&lt;br /&gt;
&lt;br /&gt;
===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS===&lt;br /&gt;
&lt;br /&gt;
This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel weapons at better {{L|Item quality|quality}} for more or less 312p. The weapons, able to double as logging/mining implements, can give your squishy {{L|Miner|Excavators}} and {{L|Wood cutter|Lumberjacks}} an advantage in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prepare for the journey carefully:'''&lt;br /&gt;
&lt;br /&gt;
At the {{L|Embark}} screen, choose the following items:&lt;br /&gt;
&lt;br /&gt;
* Required&lt;br /&gt;
** 3p x 1 unit of {{L|fire-safe}} {{L|stone}} from the Stone category&lt;br /&gt;
** 100p x 1 {{L|iron}} {{L|anvil}}&lt;br /&gt;
** A distinct lack of {{L|steel}} weapons&lt;br /&gt;
&lt;br /&gt;
* Main, cheapest, most desirable raw materials&lt;br /&gt;
** 24p x 2 units of iron {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
** 6p x 2 units of {{L|flux}} stone from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
** 3p x 2 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
** 0p x3 logs of any type of {{L|wood}} &lt;br /&gt;
*** From deconstructing your {{L|Wagon}}&lt;br /&gt;
** 0p (No {{L|Skill|skills}} taken)&lt;br /&gt;
&lt;br /&gt;
*'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: {{L|Furnace operator}}, {{L|Wood burner}}, {{L|Metalsmith}} and {{L|Weaponsmith}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a minimum total of '''172p'''. 312p with the skills, and those too will last you a lifetime. It's steel for the price of {{L|bronze}}! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points.&lt;br /&gt;
&lt;br /&gt;
In comparison, the embark prices are: 2 steel battle axes (2040p), 2 steel picks (1320p), 1 steel battle axe and 1 steel pick (1680p), 2 {{L|copper}} battle axes (136p), 2 copper picks (88p), 1 copper battle axe and 1 copper pick (112p), 2 bronze battle axes (340p), 2 bronze picks (220p), 1 bronze battle axe and 1 bronze pick (280p).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For each successive weapon pair: (72p)'''&lt;br /&gt;
&lt;br /&gt;
Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the raw materials replacing the wood with an extra {{L|Bituminous coal}}. The rough cost is 72p per successive pair. Your only constraint is time and dwarfpower.&lt;br /&gt;
&lt;br /&gt;
*An extra pair of steel weapons:&lt;br /&gt;
**24p x 2 units of {{L|iron}} {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
**6p x 2 units of {{L|flux}} {{L|stone}} from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
**3p x 4 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Substitutes for above grocery lists:'''&lt;br /&gt;
&lt;br /&gt;
Due to extenuating circumstances, such as the variability of the goods your {{L|Civilization|parent civilization}} has &lt;br /&gt;
available, some substitutes may be used:&lt;br /&gt;
&lt;br /&gt;
* Substitutes&lt;br /&gt;
** Fuel:&lt;br /&gt;
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood&lt;br /&gt;
***Don't deconstruct wagon&lt;br /&gt;
*** 3p x 5 logs of any type of wood from the Wood category instead of 3 Bituminous coal&lt;br /&gt;
**** Make 8 charcoal&lt;br /&gt;
*** 10p x 1 units of {{L|fuel|charcoal or coke}} and 1 Bituminous coal instead of  wagon wood&lt;br /&gt;
**** Don't build wood furnace&lt;br /&gt;
*** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of wood + coal&lt;br /&gt;
**** Skip wood furnace and coke making&lt;br /&gt;
** Single option sub. to save time:&lt;br /&gt;
*** 50p x 1 iron bar + 50p x 1 pig iron bar instead of 2 iron ores + 1 flux stone + 1 Bituminous coal + 1 log of wood&lt;br /&gt;
*** 150p x 2 steel bars instead of 2 iron ore + 2 flux stone + 2 Bituminous coal + 1 log of wood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike the earth!'''&lt;br /&gt;
&lt;br /&gt;
* Deconstruct the {{L|Wagon}} your {{L|Embark|starting goods}} come in.&lt;br /&gt;
* Build a {{L|Wood furnace}} with the fire-safe stone&lt;br /&gt;
** Use 3 wood to make '''3''' charcoal&lt;br /&gt;
** Deconstruct the furnace&lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace&lt;br /&gt;
** Smelt 3 bituminous coal (powered with 3 charcoal) --&amp;gt; into 9 units of coke&lt;br /&gt;
** Smelt 2 iron ores (powered with 2 coke) --&amp;gt; two iron bars&lt;br /&gt;
** Smelt '''ONE''' iron bar + 1 flux stone + 1 coke (powered with 1 coke) --&amp;gt; 1 pig iron bar&lt;br /&gt;
** Smelt 1 iron bar + 1 pig iron bar + 1 flux stone + 1 coke (powered with 1 coke) --&amp;gt; 2 steel bars&lt;br /&gt;
** Deconstruct the smelter&lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter + iron anvil&lt;br /&gt;
** Using 2 steel (powered with 1 coke) forge 2 weapons&lt;br /&gt;
** Deconstruct the forge&lt;br /&gt;
&lt;br /&gt;
* At the end of which, all you will have left relevant to the strategy are:&lt;br /&gt;
** A unit of fire-safe rock&lt;br /&gt;
** Two steel weapons&lt;br /&gt;
** An iron anvil&lt;br /&gt;
** Possibly an extra coke&lt;br /&gt;
&lt;br /&gt;
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p per pair. Wowza.&lt;br /&gt;
Why buy picks? If you're running this setup it's cheaper to get steel.&lt;/div&gt;</summary>
		<author><name>Johnnydigs</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sample_Starting_Builds&amp;diff=150463</id>
		<title>v0.31:Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sample_Starting_Builds&amp;diff=150463"/>
		<updated>2011-06-17T00:47:21Z</updated>

		<summary type="html">&lt;p&gt;Johnnydigs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ashery===&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
===Tarran===&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
===Ancient Enemy===&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
===Proteus===&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
===Cronus===&lt;br /&gt;
*Miners/Mechanics: 2 dwarves with max points in mining and mechanics; get the fort, then those traps, up quickly. &lt;br /&gt;
*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels&lt;br /&gt;
*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.&lt;br /&gt;
*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking. &lt;br /&gt;
*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.&lt;br /&gt;
*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.&lt;br /&gt;
&lt;br /&gt;
===Jake Grey===&lt;br /&gt;
* The Hunter: Ambusher, Marksdwarf, Hammerdwarf, Shield/Armour User, Dodger. Number two source of protein and useful military backup.&lt;br /&gt;
* The Catering Team: One Grower/Butcher/Fish Cleaner/Tanner and one Grower/Cook/Brewer/Plant Gatherer/Thresher. Usually get the Record Keeper and Appraiser points as well, since they have probably the safest jobs, and some points in mining to get things dug faster.&lt;br /&gt;
* The Artisans: One Carpenter/Woodcutter/Bone Carver, one Miner/Mason/Stone Crafter/Architect and one Miner/Metalsmith/Weaponsmith/Armoursmith/Furnace Operator. The blacksmith usually gets the Organiser points, as I don't embark with an anvil.&lt;br /&gt;
* &amp;quot;Dr Fisher&amp;quot;: Adequate Diagnostician, Wound Dresser, Suturer, Bone Doctor, Surgeon, Novice Fisherdwarf. The world's happiest on-call GP, feeds the fortress almost single-handed while waiting for someone to get injured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stoners===&lt;br /&gt;
&lt;br /&gt;
The Dwarves:&lt;br /&gt;
*Miner/Stonecrafter (mines and makes pots and crafts if needed)&lt;br /&gt;
*Miner/Mechanic (mines and makes levers or traps if needed)&lt;br /&gt;
*Mason/Building Designer (makes all the furniture and buildings)&lt;br /&gt;
*Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed)&lt;br /&gt;
*Weaponsmith/Armorsmith (will provide good quality gear for your militia)&lt;br /&gt;
*Grower/Brewer (farms, makes booze, and does most of the hauling early)&lt;br /&gt;
*Grower/Cook (farms, cooks food, and does most of the hauling early)&lt;br /&gt;
&lt;br /&gt;
Supplies:&lt;br /&gt;
*2 Picks&lt;br /&gt;
*1 Battleaxe&lt;br /&gt;
*1 Anvil&lt;br /&gt;
*60 Booze&lt;br /&gt;
*30 Meat/Fish/Eggs&lt;br /&gt;
*5-10 of each seed&lt;br /&gt;
*Spend the rest of the points on anything else you want like plump helmets, animals, wood, and ores. Taking copper ores (malachite/copper nuggets) and tin ores (cassiterite) are a good choice since using them to make bronze is very cheap at 6 points per ore.&lt;br /&gt;
&lt;br /&gt;
Notes; &lt;br /&gt;
*After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well.&lt;br /&gt;
*Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&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;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-2, Engraving-3&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-1, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-4, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tatter's Ragtime Band===&lt;br /&gt;
&lt;br /&gt;
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from &amp;quot;unskilled&amp;quot; quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.&lt;br /&gt;
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing &amp;quot;crime&amp;quot; won't result in undue maiming. (Moodable skill: Mining)&lt;br /&gt;
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)&lt;br /&gt;
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)&lt;br /&gt;
*Embalmer: 5 points in Brewing, 5 points in Leatherworking. Makes leather bags and armor early in the game, alcohol later. Assign him the Tanner and Butcher labors as well, until immigrants with better skills arrive, and the Miner labor, for the reasons stated above. (Moodable skill: Leatherworker)&lt;br /&gt;
*Iron Chef: 5 points in Cooking, 5 points in Weaponsmithing. Makes the steel when he isn't making a meal. Assign him the Furnace Operator and Wood Burner labors, until immigrants with better skills arrive, so he can make the raw materials of his craft, and the Miner labor on general principles. If you're unlucky with immigrants, or determined to make additional forges or metal armor right away, you can give him the Armorer and Blacksmith labors as well. (Moodable skill: Weaponsmith)&lt;br /&gt;
*Architect: 5 points in Mason, 5 points in Building Designer. Unlocks all buildings from the start, and will build nice stone ones that improve dwarven moods. The sheer amount of construction needed to build a secure and functional initial fort quickly may make it a good idea to turn OFF all labors for the Architect except Mason and Building Designer, at least until everyone and everything is safely underground. If you ever do finish building everthing you need, give him back any labors you turned off, and add Engraver (train him by smoothing stone first) and Miner labors as well. (Moodable skill: Mason)&lt;br /&gt;
*Mech Pilot: 5 points in Mechanic, 5 points in any skill you want. I used to think Ballistae were awesome, but sadly they only work well on paper, unless built (and crewed) in large numbers. If you still want to use them, putting his 5 points in Siege Engineer is better than Siege Operator, for high quality machines straight away. Build some extra catapults and sling rocks around for training when your dwarves have some free time, if you still want to use siege engines. Otherwise, you can give him a quick crafting skill, possibly one of the job skills the other dwarves would be training up from Dabbling (Armorer or Blacksmith would probably be the best). Don't attach a seriously time-consuming skill like Wood Burner or Furnace Operator, though, because this dwarf should mostly be making mechanisms for your cage traps. (Moodable skill: Mechanic)&lt;br /&gt;
Crafting and Gem Setter skills should be available through immigrants, but the Stonecraft skill can be trained up easily and cheaply from nothing by any dwarf that spends much time idle, if you absolutely must have something quickly. Fishing and Hunting can likewise usually wait until immigrants arrive with these skills. Chasing wolves around with your militia can be frustrating, but eventually one of them will make the mistake of trying to stand and fight, and even simple clothes can deflect most animals' teeth, claws, and horns (just don't go after bears without metal armor!). &lt;br /&gt;
&lt;br /&gt;
Recommended embark items:&lt;br /&gt;
*1+ copper picks (use any leftover embark points to buy up to 5 spares)&lt;br /&gt;
*1 iron anvil, to guarantee you can make more picks quickly.&lt;br /&gt;
*1 wooden training axe, or battle axe if the &amp;quot;training axes can chop down trees&amp;quot; exploit is ever fixed. This will keep you from being left without fuel for the forge if you run out of wood, but can be skipped if you're embarking to an area where there are no trees (or if you're going to DIY it).&lt;br /&gt;
*1+ of each type of seed, mostly for the bags, as you will probably be surface farming with gathered plants until the caravans arrive anyhow. Note that quarry bush seeds are edible, and dwarves will often consume your whole initial stockpile before you can plant them.&lt;br /&gt;
*35-40 units of meat/fish, one from each different animal or fish that is available to your culture for 2 embark points per unit. This will give you enough meat to keep your dwarves fed until the first caravan arrives, and the maximum number of free barrels as well. Meat is generally preferred by dwarves over organs that aren't prepared in a kitchen first (meaning the barrels will be empty and available for other uses faster). Note that some animals may not have meat available (vermin like cave spiders, for example), in which case organs are preferable to nothing at all. Note that dwarven nutritional needs seem to have increased since the 31.12 patch; the original recommendation of 25-30 food probably won't even last you through summer, and getting this minimum might not even last through autumn without farming or hunting some extra.&lt;br /&gt;
*31 each of dwarven ale, dwarven beer, and dwarven rum. Dwarven wine will be produced in large quantities on site once subterranean farming is ready to grow Plump Helmets, and this should be enough alcohol to keep your dwarves happy until a caravan arrives with more if you need it. Dwarven alcohol needs have increased a bit too, it seems.&lt;br /&gt;
*Anything else that you may need more of than the site can provide right away:&lt;br /&gt;
**Wood, if the biomes are devoid of trees (glacier, mountain, desert, etc.).&lt;br /&gt;
**Metal ore, if you have plenty of trees but may need more/better metal than you are likely to find immediately (savage/evil biomes).&lt;br /&gt;
**Metal bars, if you need metal but trees are scarce.&lt;br /&gt;
**Weapons and armor, if you are mad enough to take on a Terrifying biome.&lt;br /&gt;
**Flux stone, if you want to make steel quickly but the embark site lacks chalk, limestone, or dolomite (marble and calcite are normally only found far too deep to be of much early use).&lt;br /&gt;
**Dogs, if you want a decent &amp;quot;militia&amp;quot; fairly quickly. Build a kennel and have the Boss train them into War Dogs. One male and the rest females will produce more dogs as quickly as possible.&lt;br /&gt;
**Plaster bags, for the hospital. You can usually find some plaster-making stones on site, but turning them into bags of plaster powder for setting bones is a difficult, time consuming, and fuel burning process, until you can build magma kilns. On the other hand, if you aren't expecting serious combat before the caravans arrive, you can usually buy more than you will ever use from them fairly cheap.&lt;br /&gt;
**Plump Helmets, as an emergency food/alcohol supply if you anticipate problems making a subterranean farm. Buy in quantities ending in 1, for the maximum number of free barrels. They're quite a bit more expensive than seeds, or other foodstuffs, but their utility makes up for that.&lt;br /&gt;
&lt;br /&gt;
===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS===&lt;br /&gt;
&lt;br /&gt;
This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel weapons at better {{L|Item quality|quality}} for more or less 312p. The weapons, able to double as logging/mining implements, can give your squishy {{L|Miner|Excavators}} and {{L|Wood cutter|Lumberjacks}} an advantage in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prepare for the journey carefully:'''&lt;br /&gt;
&lt;br /&gt;
At the {{L|Embark}} screen, choose the following items:&lt;br /&gt;
&lt;br /&gt;
* Required&lt;br /&gt;
** 3p x 1 unit of {{L|fire-safe}} {{L|stone}} from the Stone category&lt;br /&gt;
** 100p x 1 {{L|iron}} {{L|anvil}}&lt;br /&gt;
** A distinct lack of {{L|steel}} weapons&lt;br /&gt;
&lt;br /&gt;
* Main, cheapest, most desirable raw materials&lt;br /&gt;
** 24p x 2 units of iron {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
** 6p x 2 units of {{L|flux}} stone from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
** 3p x 2 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
** 0p x3 logs of any type of {{L|wood}} &lt;br /&gt;
*** From deconstructing your {{L|Wagon}}&lt;br /&gt;
** 0p (No {{L|Skill|skills}} taken)&lt;br /&gt;
&lt;br /&gt;
*'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: {{L|Furnace operator}}, {{L|Wood burner}}, {{L|Metalsmith}} and {{L|Weaponsmith}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a minimum total of '''172p'''. 312p with the skills, and those too will last you a lifetime. It's steel for the price of {{L|bronze}}! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points.&lt;br /&gt;
&lt;br /&gt;
In comparison, the embark prices are: 2 steel battle axes (2040p), 2 steel picks (1320p), 1 steel battle axe and 1 steel pick (1680p), 2 {{L|copper}} battle axes (136p), 2 copper picks (88p), 1 copper battle axe and 1 copper pick (112p), 2 bronze battle axes (340p), 2 bronze picks (220p), 1 bronze battle axe and 1 bronze pick (280p).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For each successive weapon pair: (72p)'''&lt;br /&gt;
&lt;br /&gt;
Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the raw materials replacing the wood with an extra {{L|Bituminous coal}}. The rough cost is 72p per successive pair. Your only constraint is time and dwarfpower.&lt;br /&gt;
&lt;br /&gt;
*An extra pair of steel weapons:&lt;br /&gt;
**24p x 2 units of {{L|iron}} {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
**6p x 2 units of {{L|flux}} {{L|stone}} from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
**3p x 4 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Substitutes for above grocery lists:'''&lt;br /&gt;
&lt;br /&gt;
Due to extenuating circumstances, such as the variability of the goods your {{L|Civilization|parent civilization}} has &lt;br /&gt;
available, some substitutes may be used:&lt;br /&gt;
&lt;br /&gt;
* Substitutes&lt;br /&gt;
** Fuel:&lt;br /&gt;
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood&lt;br /&gt;
***Don't deconstruct wagon&lt;br /&gt;
*** 3p x 5 logs of any type of wood from the Wood category instead of 3 Bituminous coal&lt;br /&gt;
**** Make 8 charcoal&lt;br /&gt;
*** 10p x 1 units of {{L|fuel|charcoal or coke}} and 1 Bituminous coal instead of  wagon wood&lt;br /&gt;
**** Don't build wood furnace&lt;br /&gt;
*** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of wood + coal&lt;br /&gt;
**** Skip wood furnace and coke making&lt;br /&gt;
** Single option sub. to save time:&lt;br /&gt;
*** 50p x 1 iron bar + 50p x 1 pig iron bar instead of 2 iron ores + 1 flux stone + 1 Bituminous coal + 1 log of wood&lt;br /&gt;
*** 150p x 2 steel bars instead of 2 iron ore + 2 flux stone + 2 Bituminous coal + 1 log of wood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike the earth!'''&lt;br /&gt;
&lt;br /&gt;
* Deconstruct the {{L|Wagon}} your {{L|Embark|starting goods}} come in.&lt;br /&gt;
* Build a {{L|Wood furnace}} with the fire-safe stone&lt;br /&gt;
** Use 3 wood to make '''3''' charcoal&lt;br /&gt;
** Deconstruct the furnace&lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace&lt;br /&gt;
** Smelt 3 bituminous coal (powered with 3 charcoal) --&amp;gt; into 9 units of coke&lt;br /&gt;
** Smelt 2 iron ores (powered with 2 coke) --&amp;gt; two iron bars&lt;br /&gt;
** Smelt '''ONE''' iron bar + 1 flux stone + 1 coke (powered with 1 coke) --&amp;gt; 1 pig iron bar&lt;br /&gt;
** Smelt 1 iron bar + 1 pig iron bar + 1 flux stone + 1 coke (powered with 1 coke) --&amp;gt; 2 steel bars&lt;br /&gt;
** Deconstruct the smelter&lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter + iron anvil&lt;br /&gt;
** Using 2 steel (powered with 1 coke) forge 2 weapons&lt;br /&gt;
** Deconstruct the forge&lt;br /&gt;
&lt;br /&gt;
* At the end of which, all you will have left relevant to the strategy are:&lt;br /&gt;
** A unit of fire-safe rock&lt;br /&gt;
** Two steel weapons&lt;br /&gt;
** An iron anvil&lt;br /&gt;
** Possibly an extra coke&lt;br /&gt;
&lt;br /&gt;
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p per pair. Wowza.&lt;br /&gt;
Why buy picks? If you're running this setup it's cheaper to get steel.&lt;/div&gt;</summary>
		<author><name>Johnnydigs</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sample_Starting_Builds&amp;diff=149359</id>
		<title>v0.31:Sample Starting Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sample_Starting_Builds&amp;diff=149359"/>
		<updated>2011-05-19T00:15:41Z</updated>

		<summary type="html">&lt;p&gt;Johnnydigs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are sample starting builds provided by users.  They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ashery===&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
===Tarran===&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
===Ancient Enemy===&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
===Proteus===&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
===Cronus===&lt;br /&gt;
*Miners/Mechanics: 2 dwarves with max points in mining and mechanics; get the fort, then those traps, up quickly. &lt;br /&gt;
*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels&lt;br /&gt;
*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.&lt;br /&gt;
*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking. &lt;br /&gt;
*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.&lt;br /&gt;
*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.&lt;br /&gt;
&lt;br /&gt;
===Jake Grey===&lt;br /&gt;
* The Hunter: Ambusher, Marksdwarf, Hammerdwarf, Shield/Armour User, Dodger. Number two source of protein and useful military backup.&lt;br /&gt;
* The Catering Team: One Grower/Butcher/Fish Cleaner/Tanner and one Grower/Cook/Brewer/Plant Gatherer/Thresher. Usually get the Record Keeper and Appraiser points as well, since they have probably the safest jobs, and some points in mining to get things dug faster.&lt;br /&gt;
* The Artisans: One Carpenter/Woodcutter/Bone Carver, one Miner/Mason/Stone Crafter/Architect and one Miner/Metalsmith/Weaponsmith/Armoursmith/Furnace Operator. The blacksmith usually gets the Organiser points, as I don't embark with an anvil.&lt;br /&gt;
* &amp;quot;Dr Fisher&amp;quot;: Adequate Diagnostician, Wound Dresser, Suturer, Bone Doctor, Surgeon, Novice Fisherdwarf. The world's happiest on-call GP, feeds the fortress almost single-handed while waiting for someone to get injured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Stoners===&lt;br /&gt;
&lt;br /&gt;
The Dwarves:&lt;br /&gt;
*Miner/Stonecrafter (mines and makes pots and crafts if needed)&lt;br /&gt;
*Miner/Mechanic (mines and makes levers or traps if needed)&lt;br /&gt;
*Mason/Building Designer (makes all the furniture and buildings)&lt;br /&gt;
*Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed)&lt;br /&gt;
*Weaponsmith/Armorsmith (will provide good quality gear for your militia)&lt;br /&gt;
*Grower/Brewer (farms, makes booze, and does most of the hauling early)&lt;br /&gt;
*Grower/Cook (farms, cooks food, and does most of the hauling early)&lt;br /&gt;
&lt;br /&gt;
Supplies:&lt;br /&gt;
*2 Picks&lt;br /&gt;
*1 Battleaxe&lt;br /&gt;
*1 Anvil&lt;br /&gt;
*60 Booze&lt;br /&gt;
*30 Meat/Fish/Eggs&lt;br /&gt;
*5-10 of each seed&lt;br /&gt;
*Spend the rest of the points on anything else you want like animals and ores. Copper ores are a good choice since they're very cheap.&lt;br /&gt;
&lt;br /&gt;
Notes;&lt;br /&gt;
*After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well.&lt;br /&gt;
*Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&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;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-2, Engraving-3&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-1, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-4, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tatter's Ragtime Band===&lt;br /&gt;
&lt;br /&gt;
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from &amp;quot;unskilled&amp;quot; quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.&lt;br /&gt;
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing &amp;quot;crime&amp;quot; won't result in undue maiming. (Moodable skill: Mining)&lt;br /&gt;
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)&lt;br /&gt;
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)&lt;br /&gt;
*Embalmer: 5 points in Brewing, 5 points in Leatherworking. Makes leather bags and armor early in the game, alcohol later. Assign him the Tanner and Butcher labors as well, until immigrants with better skills arrive, and the Miner labor, for the reasons stated above. (Moodable skill: Leatherworker)&lt;br /&gt;
*Iron Chef: 5 points in Cooking, 5 points in Weaponsmithing. Makes the steel when he isn't making a meal. Assign him the Furnace Operator and Wood Burner labors, until immigrants with better skills arrive, so he can make the raw materials of his craft, and the Miner labor on general principles. If you're unlucky with immigrants, or determined to make additional forges or metal armor right away, you can give him the Armorer and Blacksmith labors as well. (Moodable skill: Weaponsmith)&lt;br /&gt;
*Architect: 5 points in Mason, 5 points in Building Designer. Unlocks all buildings from the start, and will build nice stone ones that improve dwarven moods. The sheer amount of construction needed to build a secure and functional initial fort quickly may make it a good idea to turn OFF all labors for the Architect except Mason and Building Designer, at least until everyone and everything is safely underground. If you ever do finish building everthing you need, give him back any labors you turned off, and add Engraver (train him by smoothing stone first) and Miner labors as well. (Moodable skill: Mason)&lt;br /&gt;
*Mech Pilot: 5 points in Mechanic, 5 points in any skill you want. I used to think Ballistae were awesome, but sadly they only work well on paper, unless built (and crewed) in large numbers. If you still want to use them, putting his 5 points in Siege Engineer is better than Siege Operator, for high quality machines straight away. Build some extra catapults and sling rocks around for training when your dwarves have some free time, if you still want to use siege engines. Otherwise, you can give him a quick crafting skill, possibly one of the job skills the other dwarves would be training up from Dabbling (Armorer or Blacksmith would probably be the best). Don't attach a seriously time-consuming skill like Wood Burner or Furnace Operator, though, because this dwarf should mostly be making mechanisms for your cage traps. (Moodable skill: Mechanic)&lt;br /&gt;
Crafting and Gem Setter skills should be available through immigrants, but the Stonecraft skill can be trained up easily and cheaply from nothing by any dwarf that spends much time idle, if you absolutely must have something quickly. Fishing and Hunting can likewise usually wait until immigrants arrive with these skills. Chasing wolves around with your militia can be frustrating, but eventually one of them will make the mistake of trying to stand and fight, and even simple clothes can deflect most animals' teeth, claws, and horns (just don't go after bears without metal armor!). &lt;br /&gt;
&lt;br /&gt;
Recommended embark items:&lt;br /&gt;
*1+ copper picks (use any leftover embark points to buy up to 5 spares)&lt;br /&gt;
*1 iron anvil, to guarantee you can make more picks quickly.&lt;br /&gt;
*1 wooden training axe, or battle axe if the &amp;quot;training axes can chop down trees&amp;quot; exploit is ever fixed. This will keep you from being left without fuel for the forge if you run out of wood, but can be skipped if you're embarking to an area where there are no trees (or if you're going to DIY it).&lt;br /&gt;
*1+ of each type of seed, mostly for the bags, as you will probably be surface farming with gathered plants until the caravans arrive anyhow. Note that quarry bush seeds are edible, and dwarves will often consume your whole initial stockpile before you can plant them.&lt;br /&gt;
*35-40 units of meat/fish, one from each different animal or fish that is available to your culture for 2 embark points per unit. This will give you enough meat to keep your dwarves fed until the first caravan arrives, and the maximum number of free barrels as well. Meat is generally preferred by dwarves over organs that aren't prepared in a kitchen first (meaning the barrels will be empty and available for other uses faster). Note that some animals may not have meat available (vermin like cave spiders, for example), in which case organs are preferable to nothing at all. Note that dwarven nutritional needs seem to have increased since the 31.12 patch; the original recommendation of 25-30 food probably won't even last you through summer, and getting this minimum might not even last through autumn without farming or hunting some extra.&lt;br /&gt;
*31 each of dwarven ale, dwarven beer, and dwarven rum. Dwarven wine will be produced in large quantities on site once subterranean farming is ready to grow Plump Helmets, and this should be enough alcohol to keep your dwarves happy until a caravan arrives with more if you need it. Dwarven alcohol needs have increased a bit too, it seems.&lt;br /&gt;
*Anything else that you may need more of than the site can provide right away:&lt;br /&gt;
**Wood, if the biomes are devoid of trees (glacier, mountain, desert, etc.).&lt;br /&gt;
**Metal ore, if you have plenty of trees but may need more/better metal than you are likely to find immediately (savage/evil biomes).&lt;br /&gt;
**Metal bars, if you need metal but trees are scarce.&lt;br /&gt;
**Weapons and armor, if you are mad enough to take on a Terrifying biome.&lt;br /&gt;
**Flux stone, if you want to make steel quickly but the embark site lacks chalk, limestone, or dolomite (marble and calcite are normally only found far too deep to be of much early use).&lt;br /&gt;
**Dogs, if you want a decent &amp;quot;militia&amp;quot; fairly quickly. Build a kennel and have the Boss train them into War Dogs. One male and the rest females will produce more dogs as quickly as possible.&lt;br /&gt;
**Plaster bags, for the hospital. You can usually find some plaster-making stones on site, but turning them into bags of plaster powder for setting bones is a difficult, time consuming, and fuel burning process, until you can build magma kilns. On the other hand, if you aren't expecting serious combat before the caravans arrive, you can usually buy more than you will ever use from them fairly cheap.&lt;br /&gt;
**Plump Helmets, as an emergency food/alcohol supply if you anticipate problems making a subterranean farm. Buy in quantities ending in 1, for the maximum number of free barrels. They're quite a bit more expensive than seeds, or other foodstuffs, but their utility makes up for that.&lt;br /&gt;
&lt;br /&gt;
===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS===&lt;br /&gt;
&lt;br /&gt;
This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel weapons at better {{L|Item quality|quality}} for more or less 312p. The weapons, able to double as logging/mining implements, can give your squishy {{L|Miner|Excavators}} and {{L|Wood cutter|Lumberjacks}} an advantage in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prepare for the journey carefully:'''&lt;br /&gt;
&lt;br /&gt;
At the {{L|Embark}} screen, choose the following items:&lt;br /&gt;
&lt;br /&gt;
* Required&lt;br /&gt;
** 3p x 1 unit of {{L|fire-safe}} {{L|stone}} from the Stone category&lt;br /&gt;
** 100p x 1 {{L|iron}} {{L|anvil}}&lt;br /&gt;
** A distinct lack of {{L|steel}} weapons&lt;br /&gt;
&lt;br /&gt;
* Main, cheapest, most desirable raw materials&lt;br /&gt;
** 24p x 2 units of iron {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
** 6p x 2 units of {{L|flux}} stone from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
** 3p x 2 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
** 3p x 1 log of any type of {{L|wood}} from the Wood category&lt;br /&gt;
*** Deconstruct your {{L|Wagon}} for an additional 3 logs of a random type of wood&lt;br /&gt;
** 0p (No {{L|Skill|skills}} taken)&lt;br /&gt;
&lt;br /&gt;
*'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: {{L|Furnace operator}}, {{L|Wood burner}}, {{L|Metalsmith}} and {{L|Weaponsmith}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a minimum total of '''172p'''. 312p with the skills, and those too will last you a lifetime. It's steel for the price of {{L|bronze}}! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points.&lt;br /&gt;
&lt;br /&gt;
In comparison, the embark prices are: 2 steel battle axes (2040p), 2 steel picks (1320p), 1 steel battle axe and 1 steel pick (1680p), 2 {{L|copper}} battle axes (136p), 2 copper picks (88p), 1 copper battle axe and 1 copper pick (112p), 2 bronze battle axes (340p), 2 bronze picks (220p), 1 bronze battle axe and 1 bronze pick (280p).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For each successive weapon pair:'''&lt;br /&gt;
&lt;br /&gt;
Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the main, cheapest, most desirable raw materials and add 3 wood, and two more weapons can be made. The rough cost is 78p per successive pair. Your only constraint is time and dwarfpower.&lt;br /&gt;
&lt;br /&gt;
*An extra pair of steel weapons:&lt;br /&gt;
**24p x 2 units of {{L|iron}} {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
**6p x 2 units of {{L|flux}} {{L|stone}} from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
**3p x 2 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
**3p x 4 logs of any type of {{L|wood}} from the Wood category&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Substitutes for above grocery lists:'''&lt;br /&gt;
&lt;br /&gt;
Due to extenuating circumstances, such as the variability of the goods your {{L|Civilization|parent civilization}} has &lt;br /&gt;
available, some substitutes may be used:&lt;br /&gt;
&lt;br /&gt;
* Substitutes&lt;br /&gt;
** Mutually compatible:&lt;br /&gt;
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood&lt;br /&gt;
*** 3p x 4 logs of any type of wood from the Wood category instead of 2 units of Bituminous coal&lt;br /&gt;
**** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of the wagon wood, any other wood from this strategy, and any Bituminous coal&lt;br /&gt;
*** Remove 3p x 1 log of any type of wood from the Wood category if you're making a steel battle axe for woodcutting first&lt;br /&gt;
** Single option sub to save time:&lt;br /&gt;
*** 50 x 1 unit of iron bars and 50 x 1 unit of pig iron bars instead of 2 units of iron ores, 1 unit of flux stone, 1 unit of Bituminous coal, and 1 log of wood&lt;br /&gt;
*** 150p x 2 units of steel bars instead of 2 units of iron ore, 2 units of flux stone, 2 units of Bituminous coal, and 1 log of wood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike the earth!'''&lt;br /&gt;
&lt;br /&gt;
* Deconstruct the {{L|Wagon}} your {{L|Embark|starting goods}} come in.&lt;br /&gt;
* Build a {{L|Wood furnace}} with the fire-safe stone&lt;br /&gt;
** Use four wood to make '''four''' charcoal&lt;br /&gt;
** Deconstruct the furnace&lt;br /&gt;
* Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace&lt;br /&gt;
** Smelt the two bituminous coal (powered with two charcoal) into six units of coke so we now have 6 coke and 2 charcoal&lt;br /&gt;
** Smelt two iron ores (powered with two coke) into two iron bars&lt;br /&gt;
** Smelt '''one''' iron bar with one flux stone with one coke (powered with one coke) into one pig iron bar&lt;br /&gt;
** Smelt the iron bar with the pig iron bar with one flux stone with one coke (powered with one coke) into two steel&lt;br /&gt;
** Deconstruct the smelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter and the iron anvil from the embark&lt;br /&gt;
** Using one steel (powered by one coke), forge a weapon.&lt;br /&gt;
** Using one steel (powered by one charcoal), forge another weapon. &lt;br /&gt;
** Deconstruct the forge&lt;br /&gt;
* Alternatively, you might have foregone one wood (see substitutes) in which case:&lt;br /&gt;
** Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter and the iron anvil from the embark&lt;br /&gt;
*** Using one steel (powered by one coke), forge a STEEL BATTLE AXE! Now you have [http://tvtropes.org/pmwiki/pmwiki.php/Main/AnAxeToGrind| an axe to grind]! This is why nobody tosses a dwarf!&lt;br /&gt;
*** Cut down at least '''one''' tree (and continue cutting down trees)&lt;br /&gt;
*** Deconstruct the forge&lt;br /&gt;
** Build a {{L|Wood furnace}} with the fire-safe stone from the deconstructed ''forge''&lt;br /&gt;
*** Use wood to make charcoal&lt;br /&gt;
*** Deconstruct the furnace&lt;br /&gt;
** Re-freaking-build a {{L|Metalsmith's forge}} using the frickin' stuff&lt;br /&gt;
*** Using one steel (powered by one brand new charcoal), forge another freaking weapon. And all for 3 freaking embark points.&lt;br /&gt;
*** DECONSTRUCT THE FORGE AAAAAH!&lt;br /&gt;
&lt;br /&gt;
* At the end of which, all you will have left relevant to the strategy are:&lt;br /&gt;
** A unit of fire-safe rock&lt;br /&gt;
** Two steel weapons&lt;br /&gt;
** An iron anvil&lt;br /&gt;
&lt;br /&gt;
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much, then forge axes. Lots of them. Only 78p per pair. Wowza.&lt;br /&gt;
Why buy picks? If you're running this setup it's cheaper to get steel.&lt;/div&gt;</summary>
		<author><name>Johnnydigs</name></author>
	</entry>
</feed>