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		<id>https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=253363</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mining&amp;diff=253363"/>
		<updated>2020-06-19T20:41:23Z</updated>

		<summary type="html">&lt;p&gt;Jordak: /* Mineral production (profit!) */  make fraction more readable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:32, 24 May 2013 (UTC)}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Mining&lt;br /&gt;
| skill      = * [[Miner]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dig&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:mining_anim.gif|thumb|140px|right|A designated area being mined.]][[File:mineral_flowchart.png|thumb|310px|right|Flowchart of all metals and minerals, done by alansai.]]'''Mining''' is an essential part of building a fort in ''Dwarf Fortress''. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone|stone types]], [[ore]]s and [[gem]]s, or simply to create the basic tunnels and [[room]]s in your fort. Mining refers to either the [[skill]] that performs mining, the [[labor]] associated with it, or simply the task or job of performing said labor. Military dwarves equipped with picks will use mining as their &amp;quot;[[Combat skill|weapon skill]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.&lt;br /&gt;
* '''[[Channel]]ing''' removes the section of the wall, the floor, and if possible places a ramp one level below.&lt;br /&gt;
* '''[[Ramp]]s''' replaces the section with a ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''[[Stairs]]''' carves out upward and/or downward stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil.  Constructed [[wall]]s, [[stairs]] or [[ramp]]s cannot be mined; these must be removed using the 'remove construction' option ({{K|d}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
Dwarves can be miners or woodcutters, but they may not be both at the same time.  To start mining, a [[miner]] requires an available [[pick]].  A dwarf's agility and mining skill affect how quickly they mine.&lt;br /&gt;
&lt;br /&gt;
Selecting the mining labor will disable the [[wood cutting]] and [[hunting]] labors, as they all involve the usage of different tools.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# (Optional) Set the priority with {{K|-}} and {{K|+}}. Tiles with first/lowest numbered priority value will be mined first.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined. The opposite corner can also be placed on a different z-level with {{k|&amp;lt;|&amp;gt;}}, designating areas across z-levels for mining. Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
==Understanding digging==&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|&lt;br /&gt;
&lt;br /&gt;
Side view of various mining tasks. &lt;br /&gt;
&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&lt;br /&gt;
In each of the 9 &amp;quot;digging&amp;quot; scenarios, the dwarf miner is shown as having completed the command(s) listed in that figure, moving from left to right. Each individual command is separated by a comma &amp;quot;,&amp;quot;. (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed. For example, in the bottom right figure: &amp;quot;Down stairs, up/down stairs, up stairs, mine x2&amp;quot; is five separate commands.&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
Each layer in the three-dimensional ''Dwarf Fortress'' map consists of two parts: a wall-part, and a floor-part.  Mining a tunnel removes the wall-part but leaves the floor-part in place. Channeling removes the floor-part as well, leaving open space above, and if a wall-part exists below, it becomes an upward ramp. Digging an upward ramp removes the wall-part of the designated tile and both parts of the tile above it. Up stairs only modify the wall-part of the designated tile (and are unusable without Down stairs in the tile above), the Down stairs designation will remove the wall-part of the tile (if present) and place a stair connection in the floor-part of the designated tile. Up/down stairs modify both parts of the designated tile (but remain unusable until the tile above/below has the proper stair connection).&lt;br /&gt;
&lt;br /&gt;
==Mineral production (profit!)==&lt;br /&gt;
When the wall-part is removed from a stone tile, there is a 25% chance that a single [[stone]] (also known as a boulder) will be left behind.  Minerals which are found in [[vein]]s have a 33% chance of leaving ore, and minerals found in [[vein|small clusters]] (or individual tiles) have a 100% chance of leaving a stone or rough gem behind. Finally, any &amp;quot;deep&amp;quot; material (i.e. [[adamantine]] or [[slade]]) has a 100% chance of leaving a usable stone (though the latter is normally undiggable). Mining skill only influences the amount of time it takes to mine each tile; it does not affect drop rate.&lt;br /&gt;
&lt;br /&gt;
The [[mason's workshop]] can create four [[block]]s from each boulder, so on average you can create one stone block for each tile of stone mined. Each ore stone also produces 4 metal bars at a [[smelter]], so, on average, you will produce 1⅓ bars of the basic metal* for every tile of ore mined, or 4/ for small clusters of rare ore. &lt;br /&gt;
&lt;br /&gt;
: (* Two ores, [[tetrahedrite]] or [[galena]], have a chance to produce additional bars of [[silver]] as well as producing the 4 bars of their basic metal ([[copper]] and [[lead]], respectively). As a footnote, while [[iron]] ores produce 4 bars of iron, and that is all the metal required for 1 bar of steel, [[steel]] production additionally consumes 1 [[flux]] stone and 1 bar of [[fuel]] per single bar of steel produced.)&lt;br /&gt;
&lt;br /&gt;
When tunnels are dug in [[soil]], nothing is left from the material, there is no soil equivalent of a &amp;quot;[[stone]]&amp;quot; to be further used.  The floor-part will remain (if it wasn't channeled), and is suitable for [[farming]], or, if the right kind of soil, for [[sand]] or [[clay]] collection.&lt;br /&gt;
&lt;br /&gt;
After pressing {{K|d}}, set the designation type with {{K|a}} to switch between designating all materials, designating just gems, designating just gems and ores, or designating ore/gem clusters or veins to be mined automatically.  Switching the designation type to automining will allow you to quickly assign mining tasks to entire veins.&lt;br /&gt;
&lt;br /&gt;
==Training mining==&lt;br /&gt;
Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is one of the fastest ways to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
The fastest way to train mining is to first dig out upstairs, then remove the upstairs. Removing upstairs (even rock ones) is extremely quick and still provides mining experience.&lt;br /&gt;
&lt;br /&gt;
==Mining warm and damp stone==&lt;br /&gt;
When designating any digging operation, warm and damp tiles will flash, indicating magma or water in adjacent tiles. Miners can dig these safely, provided there is an escape route. (''&amp;quot;Safely&amp;quot;'' here implies only the short term survival of the digging dwarf, your fortress may well be flooded as a result, even many levels above the digging level, ''eventually'' killing your dwarf.)&lt;br /&gt;
&lt;br /&gt;
Channeling and ramping designations involve two operations, and your dwarf will be submerged in the fluid when done. Unskilled swimmers can reach an exit ramp out of water if near enough, but magma will certainly cost your miner's life (the flow from either can knock dwarves off ledges, or, naturally, [[flood]] the fortress.)&lt;br /&gt;
&lt;br /&gt;
Wall tiles ''above'' magma will flash 'warm', and designations will be cancelled even if an entirely safe tunnel is being dug. This is rather annoying when carving out rooms above the magma sea, although there is a way around it. Designating a channel two levels above the magma will mine out the warm wall immediately above the magma, and the designation won't be cancelled because it's not in the area of the warm stone.&lt;br /&gt;
&lt;br /&gt;
==How to cancel a mining operation==&lt;br /&gt;
If you placed a designated area for mining but want to cancel the mining (for example if you approached [[Main:Digging designation canceled|damp stone]]) simply go to Designations {{K|d}} and select Remove Designation {{K|x}}. Then select the starting point of the area you want to cancel with {{K|enter}}, move to the ending point and confirm again with {{K|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Rampless channels ==&lt;br /&gt;
To create a channel with no ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards {{K|d}} -&amp;gt; {{K|z}}. If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Another (more complicated) way of removing any access to the moat is to replace the dug out ramps with constructed ones and creating a cave-in with constructed floors. Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
When digging ramps upwards, watch out for loose stone or other items that might be on the floor above, as falling objects can injure the unfortunate miner.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* [[Caverns]] &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]].&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&lt;br /&gt;
* [[Smoothing]] &amp;amp;ndash; Increase fortress value and dwarf happiness by improving the quality of your rough-stone mineshafts.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = avuz | elvish = cèthutha | goblin = ngogngo | human = bora}}&lt;br /&gt;
&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>Jordak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Need&amp;diff=253327</id>
		<title>Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Need&amp;diff=253327"/>
		<updated>2020-06-17T16:53:30Z</updated>

		<summary type="html">&lt;p&gt;Jordak: /* Diversity */  changing how we represent ranges. The use of - to mean both a negative and a range made this hard to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need with a separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. Curiously, the large majority of dwarves currently seem to only have low-level needs for [[alcohol]] and function quite well without it as long as they are otherwise satisfied. A small percentage have no need for alcohol at all, in effect being immune to alcohol withdrawal.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| &amp;lt;code&amp;gt;[300, 400]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| &amp;lt;code&amp;gt;[200, 299]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| &amp;lt;code&amp;gt;[100, 199]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| &amp;lt;code&amp;gt;[-999, 99]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| &amp;lt;code&amp;gt;[-9999, -1000]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| &amp;lt;code&amp;gt;[-99999, -10000]&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| &amp;lt;code&amp;gt;&amp;lt; -100000&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?)&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?)&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|(Recite any poem?)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft any item&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill (?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(assumedly spending a sufficient time idle or self-fulfilling?)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|(''interacting'' with spouse/partner)&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal)&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a Fish, Return kill (hunt) or Gather plants job&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Possibly using Architect skill?&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artful furniture, artistic crafts, or engravings.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or Begin a performance, Give a sermon&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item (ie, Knapping, Bone Carving)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see you&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat of any lethality&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile / completed fish, hunt(return kill) and gather plants in fort mode&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artistic crafts, examining adornments and coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress' industry to reliably produce her preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Jordak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tavern_keeper&amp;diff=253273</id>
		<title>Tavern keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tavern_keeper&amp;diff=253273"/>
		<updated>2020-06-15T14:39:58Z</updated>

		<summary type="html">&lt;p&gt;Jordak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:35, 30 January 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Tavern keepers''' are an assigned [[occupation]] at [[taverns]]. They can be assigned in the Locations and Occupations menu ({{key|l}}), and will serve drinks to visitors in tavern [[locations]]. At the moment, there is no charge for drinks, but this may be changed in the future with the reintroduction of the dwarven economy.&lt;br /&gt;
&lt;br /&gt;
Assigning a tavern keeper enables [[Visitors]] to share [[Rumor]]s. &lt;br /&gt;
&lt;br /&gt;
Tavern keepers can be useful to keep your dwarves' need for [[alcohol]] satisfied, even if they become a [[night creature]].&lt;br /&gt;
&lt;br /&gt;
Be careful though to not assign too many tavern keepers to your tavern, otherwise they might serve your dwarves more alcohol than even a dwarven liver can handle.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], rather than buying drinks as they would trade for any other item, the player can request a drink after selecting the &amp;quot;Ask about available services, drinks, rooms, etc.&amp;quot; option while speaking with a tavern keeper and pay however much they owe later at their leisure through the &amp;quot;Trade or settle debts&amp;quot; dialogue option.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
[[ru:Tavern keeper]]&lt;/div&gt;</summary>
		<author><name>Jordak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=253272</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=253272"/>
		<updated>2020-06-15T14:13:51Z</updated>

		<summary type="html">&lt;p&gt;Jordak: /* Long-term residency */ Clarifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:27, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization.&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors leave after they complete all of their activities.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes they are [[agent]]s assuming fake identities in order to scout your fortress for items of value.&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can petition to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, and perform other activities. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting it will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Fortress mode]]&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Jordak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Time&amp;diff=253271</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Time&amp;diff=253271"/>
		<updated>2020-06-15T14:09:19Z</updated>

		<summary type="html">&lt;p&gt;Jordak: /* Clocks */  - small change from &amp;quot;steps&amp;quot; to &amp;quot;ticks.&amp;quot; This is for clarity, since the above paragraphs talk about actual physical steps taken by dwarves, whereas this paragraph seems to be talking about ticks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|04:21, 13 July 2013 (UTC)}}&lt;br /&gt;
: ''For a discussion on the greater passage of time as measured in days/weeks/months/years/ages, see [[Calendar]]&lt;br /&gt;
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'''Time''', in the lower-level &amp;quot;unit-based&amp;quot; sense, is an integral part of any simulation, none the least in a simulation as complex as ''Dwarf Fortress''. Time is measured internally in units which the Adventurer key bindings menus call instants, but are commonly dubbed &amp;quot;ticks&amp;quot; by the community. Each tick represents one step in the ''Dwarf Fortress'' program, requiring calculations related to [[speed|unit movement]], [[flow|fluid movement]], [[temperature|temperature transfer]], various event checks, [[combat|combat checks]], [[path|pathing checks]], [[labor|job changes]], [[skill|experience ticks]] - basically everything required to run the program, broken up between individual lumps of time. These ticks are then bundled up against days, months, seasons, and then years under the dwarven [[calendar]], which are then further engrossed within individual, context-sensitive [[Calendar#Ages|ages]]. &lt;br /&gt;
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== Basic mechanics ==&lt;br /&gt;
[[File:clock_icon.png|left]]How much a tick in time is worth against the yearly dwarven [[calendar]] depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1,200 ticks per day and 403,200 per year, while adventurer mode counts 86,400 ticks to a day and therefore 290,30,400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 ''minutes'' in fortress mode, making adventurers ''72'' times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, ''much'' faster than when adventuring.&lt;br /&gt;
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How quickly time ''appears'' to pass in your game, especially in fortress mode, has as much to do with your hardware as with the number of ticks in a year. The number of [[frames per second]] is a direct reflection of how many ticks a second your processor is working through. This should be distinguished from the frame ''refresh'' rate, which is how many frames appear on your ''screen'' per second - since there's a limit to how many frame changes the human eye can see, there's not much purpose to displaying every single one of them on-screen. You can set your FPS to be visible by changing {{tt|[FPS:NO]}} to {{tt|[FPS:YES]}} in your [[Init.txt]] file, which will display two numbers in the top-right corner of your game window, the first being the frames per second and the second being the refresh rate. By default the framerate is capped at 100 FPS, but this setting can be changed or even removed: see [[Frames per second#Controlling FPS]] for a technical discussion. For tips on maximizing framerate, see the (topically named) [[Maximizing framerate]] article.&lt;br /&gt;
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''Dwarf Fortress'' is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how much clutter there is in it, whether or not you are taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game.&lt;br /&gt;
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* At 100 FPS:&lt;br /&gt;
:: 1 day = 10.7 sec / 1 month = 5 min /  1 year = 1 hour&lt;br /&gt;
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* At 60 FPS:&lt;br /&gt;
:: 1 day  = 17.8 sec /  1 month = 8 min 20 sec /  1 year = 1 hour 40 min&lt;br /&gt;
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* At 30 FPS:&lt;br /&gt;
:: 1 day=35.7 sec  / 1 month = 16 min 40 sec /  1 year = 3 hour 20 min&lt;br /&gt;
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In dwarf mode, the game starts with some announcement checks and considers autosaves, etc.  A lot of the rest doesn't happen every tick.  Every hundred ticks, for instance, it'll check job assignments and strange moods. Armies are moved on the world map.  Every hundred ticks (staggered from the job check), it handles job applications by dwarves, a kind of invisible auction that it uses to manage the various competing priorities.  Every ten ticks it advances the seasons, which actually does all kinds of things with the weather and map (both locally and in the world), and it also does a check for certain plot element advances (diplomats, sieges, etc.), and it checks whether your fort is still alive.&lt;br /&gt;
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Then it hits some things that it does every tick.  Fluids and other map tile information is advanced (though there are various optimizations here so that not every tile is necessarily checked every turn, and there are various flags so that entire sections of the map can be skipped if nothing has happened.)  Vermin running around are updated.  Other 'events' on the map, like active fires, are handled.&lt;br /&gt;
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If a flag is set, wounded/thirsty/hungry dwarves that can't care for themselves get an update, and every so often, dead dwarves 'think' about their burial arrangements so that jobs can be set.  Caged and chained creatures update their thoughts and situation periodically.&lt;br /&gt;
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Then creatures leave the map if they are set to at the edges.&lt;br /&gt;
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Every fifty ticks, staggered from other updates, all of the taverns, temples, libraries, etc. get their information updated.  Stockpiles, staggered on a different tick, also work this way.  Similarly with storage job creation, though that process is complicated with various optimizations and lengthening ping times and so forth, and it's still slow, since at some point, 50,000+ boulders will cause trouble.&lt;br /&gt;
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Every thousand ticks, objects that have been marked for deletion and removed from the game are actually deleted and freed.  This happens more often with items, every fifty ticks, along with a building use check (mostly updates for wells and some other flags that often need checking.)&lt;br /&gt;
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We hit another every-tick update at this point.  Projectiles are moved.  Activities (which range from dances to martial training to storytelling) get updated as needed.  Dwarves and other creatures decide on and advance their immediate actions (movement to an adjacent tile, working at a workshop, etc.) -- the bulk of their AI (outside of job selection) is here.&lt;br /&gt;
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Every hundred ticks, items are rotted.  Every tick, vegetation is advanced (though there are various staggers and flags here.)  Building states are updated every tick as needed, and minecarts are moved.  Hauling routes are advanced.  Temperature is updated (there are various optimization flags here, but this is still an unfortunately slow process.)&lt;br /&gt;
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Finally the camera is updated to follow the creature you are following, if any.&lt;br /&gt;
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== Physics ==&lt;br /&gt;
For projectile physics, such as dwarves being thrown from a bridge, ticks use an assumed duration of 1/10 seconds, together with an assumed tile size of 2m wide by 2.8m tall.&lt;br /&gt;
This is derived by monitoring the internal memory for thrown dwarves, which have a vertical speed that reduces by 0.035 tiles per second, and the fixed point math works in units that assume a tile to be 100,000 units wide by 140,000 tall. Using a gravity value of 9.8m/s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; and a tile size of 2x2x2.8m results in exactly 10 ticks per second with no rounding needed, so it's safe to assume that this is the unit value intended by Toady.&lt;br /&gt;
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Using this value for ticks results in a day being a very short 2 minutes, and a year being 46 days and 16 hours.&lt;br /&gt;
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== Applied mechanics ==&lt;br /&gt;
=== Syndrome effects ===&lt;br /&gt;
[[Syndrome]] effects are defined by [[Syndrome#Creature effect tokens|creature effect tokens]], which use ticks as a basal unit. An example token would be {{tt|[CE_NECROSIS:SEV:300:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]|As interpreted by the game, this syndrome will causes infallible but resistible mild targeted necrosis of vascular tissue.}}, of which the {{tt|START:50:PEAK:1000:END:2000}} end-line defines the timeline of the syndrome's effects. On a timer, {{tt|START}} tells you how many ticks will pass before the poison starts to take effect, {{tt|PEAK}} will tell you when it will peak, and {{tt|END}} will tell you after how many ticks it will end. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain starts pouring out of your ears]]. Syndrome effects are stacked, and can cause short-term, medium-term, ''and'' long-term damage; for specifics see [[Syndrome]].&lt;br /&gt;
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=== Plant growth ===&lt;br /&gt;
Plants use a {{tt|[GROWDUR:#]}} [[plant token]] to constrain their growth times. Each {{tt|GROWDUR}} unit (short for &amp;quot;grow duration) is equivalent to a hundred ticks. The default value is 300 and it is usually set to 300 or 500 (30,000 or 50,000 ticks) for [[crop]]s; there are 1,008 {{tt|GROWDUR}} units per [[calendar|season]].&lt;br /&gt;
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Additionally, plant growths such as leaves, flowers, and fruits express their time ranges in ticks - a flower that blooms on the first day of Summer would have a start tick value of 100,800.&lt;br /&gt;
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=== Hive harvesting time ===&lt;br /&gt;
[[Vermin]] in [[hive]]s which produce items  (currently only [[honey bee]]s, which produce [[honeycomb]]s and [[royal jelly]]) have the {{tt|[HIVE_PRODUCT:#:#:I]}} [[creature token]]. The first variable is the number of the item produced, the second is the time in ticks that it takes for the item to be produced, and the third is an [[item token]] for the item produced. When multiple products are expected, multiple such tokens are used.&lt;br /&gt;
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=== Aging and lifespan ===&lt;br /&gt;
{{main|Age}}&lt;br /&gt;
&amp;lt;!-- Labor times --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Flow --&amp;gt;&lt;br /&gt;
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== Clocks ==&lt;br /&gt;
Based on the fact that [[pressure plate]]s take 100 ticks to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun.&lt;br /&gt;
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{{Translation&lt;br /&gt;
| dwarven = ashok&lt;br /&gt;
| elvish  = nela&lt;br /&gt;
| goblin  = aspsa&lt;br /&gt;
| human   = atir&lt;br /&gt;
}}&lt;br /&gt;
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{{Category|Physics}}&lt;br /&gt;
[[ru:Time]]&lt;/div&gt;</summary>
		<author><name>Jordak</name></author>
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