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	<updated>2026-05-19T22:29:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41386</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41386"/>
		<updated>2009-02-16T15:10:24Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Impotent war dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;br /&gt;
: I can deny that. [[image:WarDogPuppies.JPG]] [[User:Zchris13|Zchris13]] 16:52, 8 February 2009 (EST)&lt;br /&gt;
::What if all of your dogs are war dogs? Do male wardogs &amp;quot;mate&amp;quot; at all?&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40384</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40384"/>
		<updated>2009-02-09T22:33:07Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Examples of counts becoming dukes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well this experiment was a huge failure! Even though I had set the pop limit to 139 I somehow got my pop up to 146 in the previous immigration wave. And the countess did not turn into a duchess either. --[[User:Liqum|Liqum]] 16:05, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It struck me that the current age of the fortress may be of relevance. Mine has existed for 9 years so far (no duke yet). --[[User:Liqum|Liqum]] 16:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::And BAM! I just got my countess to become a duchess. The human caravan had just left, not sure if that is related however. 1136k created wealth, 1045k imported, 114k exported, population of 146, 9 year old fortress. --[[User:Liqum|Liqum]] 17:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40383</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40383"/>
		<updated>2009-02-09T22:32:46Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Examples of counts becoming dukes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well this experiment was a huge failure! Even though I had set the pop limit to 139 I somehow got my pop up to 146 in the previous immigration wave. And the countess did not turn into a duchess either. --[[User:Liqum|Liqum]] 16:05, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It struck me that the current age of the fortress may be of relevance. Mine has existed for 9 years so far (no duke yet). --[[User:Liqum|Liqum]] 16:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::And BAM! I just got my countess to become a duchess. The human caravan had just left, not sure if that is related however. 1136k created wealth, 1045k imported, 114k exported, population of 146, 9 year old fortress. --[[User:Liqum|Liqum]] 17:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40382</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40382"/>
		<updated>2009-02-09T21:32:49Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Examples of counts becoming dukes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well this experiment was a huge failure! Even though I had set the pop limit to 139 I somehow got my pop up to 146 in the previous immigration wave. And the countess did not turn into a duchess either. --[[User:Liqum|Liqum]] 16:05, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It struck me that the current age of the fortress may be of relevance. Mine has existed for 9 years so far (no duke yet). --[[User:Liqum|Liqum]] 16:32, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40381</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40381"/>
		<updated>2009-02-09T21:05:18Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Examples of counts becoming dukes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well this experiment was a huge failure! Even though I had set the pop limit to 139 I somehow got my pop up to 146 in the previous immigration wave. And the countess did not turn into a duchess either. --[[User:Liqum|Liqum]] 16:05, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40380</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40380"/>
		<updated>2009-02-09T07:16:32Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Examples of counts becoming dukes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am about to make an... experiment. Currently have 1296k created, 926k imported and 114k exported. Current population at 122, cap set at 139. Should provide more insight into population requirement. --[[User:Liqum|Liqum]] 02:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== From Baroness to Duchess ==&lt;br /&gt;
&lt;br /&gt;
After finally getting the exported wealth amount above 10k (3 sieges in a single year, skipping winter or course) my Baroness showed up the next spring with the first migrant wave. Come summer and the human caravan my exported wealth jumped to 50,768 (from about 11k) and no sooner had the last merchant left then I became a Duchy (completely skipping Count). 30k sounds about right based on past games, either way its definitely 50k or under. [[User:Lando242|Lando242]] 14:40, 3 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41383</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41383"/>
		<updated>2009-02-08T13:30:43Z</updated>

		<summary type="html">&lt;p&gt;Liqum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26588</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26588"/>
		<updated>2009-02-06T09:26:04Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Adamantine King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
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:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
::Okay, a weird thing just happened. My Queen suddenly just got all her stats maxed out and became very skilled in a lot of different areas. I have no idea when or how this happened. --[[User:Liqum|Liqum]] 04:26, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26587</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26587"/>
		<updated>2009-02-06T08:23:42Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Addy King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that my adamantine rulers are not as proficient with skills and stats as normal rulers. Can anyone confirm/deny this? --[[User:Liqum|Liqum]] 03:23, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Liqum&amp;diff=47273</id>
		<title>User:Liqum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Liqum&amp;diff=47273"/>
		<updated>2009-02-06T08:21:10Z</updated>

		<summary type="html">&lt;p&gt;Liqum: New page: Still learning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Still learning&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26586</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26586"/>
		<updated>2009-02-06T08:20:02Z</updated>

		<summary type="html">&lt;p&gt;Liqum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: He's probably just coming when you hit adamantine because he wants to get his grubby little paws on it.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my king as well as everyone else die in a massive assault. I then proceeded to reclaim the fortress and on the third attempt I had wiped out all the invaders. I got a new king to arrive eventually (it was a queen this time). Unfortunately I don't know how to check if she is the old king's spouse, but my guess is that it's so. Perhaps noting is that both my king and later queen came dressed as peasants because of my adamantine findings. --[[User:Liqum|Liqum]] 03:20, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Addy King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Do I want this guy? ==&lt;br /&gt;
&lt;br /&gt;
im ALMOST at the requirements to get the king. But the nobles i have are already anoying enough, why do i want this king? --[[User:Wafl|Wafl]]&lt;br /&gt;
&lt;br /&gt;
:erg. *shudders at the grammar*&lt;br /&gt;
:AFAIK, the king serves no purpose other than to challenge you. So, no. --[[User:Savok|Savok]] 18:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Every times I get a king (adamantine king actually), the dwarven liaison won't come any longer. &lt;br /&gt;
:Quite anoying on fortresses relying on an external source of flux. --[[User:Yag|Yag]]&lt;br /&gt;
&lt;br /&gt;
== King Vs Population Cap ==&lt;br /&gt;
I'm at my population cap (actually just over due to births). I've meet all the requirements for the Incoming King. Will he still come? [[User:Yvain|Yvain]] 02:40, 6 April 2008 (EDT)&lt;br /&gt;
:He came with a few regular immigrants, several guards and a consort pushing my population past 210. [[User:Yvain|Yvain]] 07:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No King (or Queen rather) ==&lt;br /&gt;
&lt;br /&gt;
I had been waiting for a King for a long time already, but I had finally filled all the requirements. So at last I get an announcment of his (well her) arrival. There's lot's of immigrants but the Queen is nowhere to be seen! Is this a bug of some sort or does she arrive seperately from the other immigrants? My population is 185 which is under the cap. I'm using version 28_181_39e.&lt;br /&gt;
&lt;br /&gt;
I also had a wrestler stuck to the spot where he entered the map to. Could this affect somehow?&lt;br /&gt;
&lt;br /&gt;
Oh there she is. But she doesn't move, and appears as Ruler/Queen and I can't interract with her. She appears like Town Liaisons for example. She appears as Friendly in the U(nit)-screen.&lt;br /&gt;
&lt;br /&gt;
== How long does it take for this guy to get here? ==&lt;br /&gt;
&lt;br /&gt;
I was told that the king was incoming about 2-3 years ago in game time. It took me a long time to get enough roads to be built, but about a year or so ago, I finished. The field for the incoming king says all of the qualifications are in. And... it's been a year. There has been an immigration and a &amp;quot;no one dared brave your fort&amp;quot; immigration message, but no king. How long does he wait to show up after that initial message? -[[User:Fuzzy|Fuzzy]] 10:29, 7 October 2008 (EDT)&lt;br /&gt;
: I still don't know how long it takes, but he has arrived. -[[User:Fuzzy|Fuzzy]] 21:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Update to 40d==&lt;br /&gt;
I got the adamantine king in my current game.  He came with no consort but doesn't appear to have one at all in the relationship screen, so no information there.  Have not seen an advisor and do not know if one will come later when I meet the normal requirements or whatnot.&lt;br /&gt;
&lt;br /&gt;
He has issued no mandates and made no demands except for his standard room/furnishing requirements.  &lt;br /&gt;
&lt;br /&gt;
I should note it also took him 3 years to arrive from when I first struck adamantine, but I don't know if that's because reporting back to the civilization takes longer when your civ isn't sending you a liaison in the first place.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 15:24, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning off the King==&lt;br /&gt;
Is there a simple way to disable the arrival of the king? While I like my current fortress, I don't see a place with no iron, no magma, and no tower-caps becoming The Mountainhome. I see us as an outpost whose primary purpose is to fight goblins and produce marble things.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pyrite|Pyrite]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Provided you don't have adamantine, all you have to do is not build roads worth a total of 5000☼ and the &amp;quot;Incoming King&amp;quot; will never income.--[[User:Maximus|Maximus]] 10:20, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relationships and deities.==&lt;br /&gt;
Got the Queen tonight for a different fortress than the one above (decided I needed magma, settled in the side of a volcano, and managed to find adamantine.)I was looking over her relationships and noticed she has ten children, and also has her grandparents, aunts and uncles, and a dozen cousins. I was also interested to note she worships two deities, something I've never seen in any other dwarf.--[[User:Pyrite|Pyrite]] 04:20, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Justice==&lt;br /&gt;
My Queen, mentioned above, went on a tantrum due to the mayor having an artefact cabinet raising her room to &amp;quot;Royal&amp;quot;. This led to her throwing boulders, breaking a stone table, and starting a fistfight. The justice system has ignored this, and it doesn't look like the queen will be jailed for it.&lt;br /&gt;
: My Duke threw a similar hissy-fit recently.  I locked him in the walled garden to ponder his crimes... and when he got thirsty, I pumped a few thousand gallons of moat-water over the wall.  Problem solved.&lt;br /&gt;
&lt;br /&gt;
== Old age ==&lt;br /&gt;
&lt;br /&gt;
I got my queen about a year ago and I suddenly noticed I hadnt seen her in a while.&lt;br /&gt;
Turns out she died of old age some time ago and is now resting in her tomb. &lt;br /&gt;
&lt;br /&gt;
This sort of sucks seeing as I just got her and theres no replacement.&lt;br /&gt;
Would be nice if her closest family came along and one of her children could take the throne.&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27044</id>
		<title>40d Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27044"/>
		<updated>2009-02-05T22:59:43Z</updated>

		<summary type="html">&lt;p&gt;Liqum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --[[User:Mike the stout|Mike the stout]]&lt;br /&gt;
&lt;br /&gt;
== Section Caps ==&lt;br /&gt;
&lt;br /&gt;
Unless someone's decided to enforce it without discussing or amending [http://www.dwarffortresswiki.net/index.php/DwarfFortressWiki:Community_Portal#N Rule N], only Pages fall under the first cap, rest lower.&lt;br /&gt;
&lt;br /&gt;
== Ambush when old dwarf hunts? ==&lt;br /&gt;
&lt;br /&gt;
I recently reclaimed a fortress that had still living dwarfs there.  One of which was a hunter &amp;lt;br /&amp;gt;and seems to continue hunting after reclaiming by bashing things with her crossbow.&lt;br /&gt;
However every time she engages an animal I get my screen redirected and game pausing with the &amp;lt;br /&amp;gt;message &amp;quot;An ambush! Drive them out!&amp;quot;. Just reporting this in case it was unknown o.O my 2cents i guess&lt;br /&gt;
--[[User:Scrangos|Scrangos]] 02:20, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Intro on page slightly inaccurate. ==&lt;br /&gt;
&lt;br /&gt;
The intro on this page states that it is possible to start with as many as 35 dwarves.  I just started a game on a map that I previously had abandoned immediately after arriving and I started with 70 dwarves.  (The map was mostly Evil and Savage and had a lot -far more then 70- evil critters all over it due to a chasm where a lot were taking up residence.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Then double-check, and if your observations are indeed correct, '''edit the article!''' It's a wiki for a reason. --[[User:GreyMario|GreyMaria]] 18:24, 19 October 2008 (EDT)&lt;br /&gt;
I am unable to edit the intro paragraph.  There is no edit button.&lt;br /&gt;
Edit:  nvm, I'm dumb.  While there is no edit button for intro sections on a page I just figured out how you go about it.&lt;br /&gt;
&lt;br /&gt;
== Can't get them to do anything...  ==&lt;br /&gt;
&lt;br /&gt;
Just reclaimed a fortress, and they're all mooing around where the wagon is. I reclaimed everything, including individually in the fortress's workshops, and it all shows as claimed... but even with stationing and patrol routes, they're just standing there. I tried deactivating them, and they remain standing... The now deconstructed wagon (the one thing they've actually done) is profoundly well protected, but it doesn't seem like they're all that ambitious about doing anything else... --[[User:Azaram|Azaram]] 02:50, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, the rangers are happily denuding the forest of its wildlife, and a metalsmith is butchering them, but everybody else is all standing around doing nothing. I deactivated them, activated them, tried stationing squads over the lava pit to plink at the fire imps that destroyed the forest last time, and squat. Except now the mayor is demanding that they make something out of nickel that we don't have... Hopefully, he'll go nuts and wake the rest of them up, I guess. --[[User:Azaram|Azaram]] 03:11, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::you have to activate all of their non-military skills, even the ones they have as their profession, they start out with no labors enabled, for some strange reason. Oh, and is this the same fort as the one on your talk page? If so, good luck this time.--[[User:Destor|Destor]] 22:08, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, sounds like you don't have any [[labor]]s activated.--[[User:Maximus|Maximus]] 22:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I did that... Like I said, the rangers are ranging, and the butchers are butching... but everybody else has a bad case of thumbuppis hisazz... they won't even do ''military'' stuff, like patrolling or stationing. Only the outside ones are doing anything at all. And yes, it's the same fort. I was doing pretty well before the fire imps set the whole world on fire. :-p I want it back. --[[User:Azaram|Azaram]] 02:02, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Are you trying to get them to use workshops?  The workshops may still be forbidden: check their i{{k|t}}ems screen and remove an &amp;quot;F&amp;quot; next to the top items (those that have [B] -- this are the items used to build the workshops).  Or just build new workshops.  BTW, They'll only do military stuff while activated, and civilian stuff while deactivated.--[[User:Maximus|Maximus]] 11:56, 9 December 2008 (EST)&lt;br /&gt;
:::::And, while I'm sure you already know this, they'll only do their patrol and station points when on duty (through the Military screen View Squad) and will only spar when off duty. -[[User:Fuzzy|Fuzzy]] 12:24, 9 December 2008 (EST)&lt;br /&gt;
::::::I'm trying to get them to use workshops, but I did go through and unforbid everything. Nothing was showing an F, that I remember, it all had parens or braces around it ( or {; hard to tell in the font. I'd hit F and at the bottom it would switch from &amp;quot;F: claim&amp;quot; to &amp;quot;F: Forbid&amp;quot;, and the paren would disappear, so: from &amp;quot;(Thing)&amp;quot; to &amp;quot;Thing&amp;quot;. I'd figured that bit out from trying to nab the stuff from a goblin thief that had gotten flattened in a stonefall trap in my previous fort, the one with the waterfall. I went through the entire fortress, reclaiming everything, including loose rocks on the floor. I'd thought that part of the problem was that I'd forgotten to reclaim the closed floor hatches covering the entrance, which was true at one point, but didn't change after. I'd deactivate them and they'd happily get naked, dropping all their gear and dancing around the wagon, but that's about all the reaction I got out of any of them... I'll see about putting them on duty, but one would think that not being soldiers anymore would get them going on their crafts... --[[User:Azaram|Azaram]] 22:35, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Use {{k|t}} on the workshops to make sure the workshops themselves are not forbidden, as I outlined above.--[[User:Maximus|Maximus]] 17:50, 10 December 2008 (EST)&lt;br /&gt;
::::::::I did that... I was about to give up on it and abandon, and suddenly they started moving. I guess the military just needed a couple of days to get their collective stuff together. :-p The miners are mining, the cooks are cooking, the carpenters are carping and the mayor is announcing silly mandates like 'don't export animal traps'... I have no idea what set it off, I was just sitting there looking at the big group of dwarves, when finally they just started streaming down the stairs. --[[User:Azaram|Azaram]] 21:07, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hm!  Interesting.  I guess there are still some subtle bugs with the tasking code (or inexplicable holdups, anyway).  Glad it's resolved.--[[User:Maximus|Maximus]] 22:10, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::::When I reclaimed my old fort just now I realized that all of my dwarves had their respective professions activated - except for the miners! I had to activate them manually. Can anyone confirm/deny any changes to pre-activated labours after reclamation? --[[User:Liqum|Liqum]] 13:50, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reclaiming ==&lt;br /&gt;
I have recently reclaimed the same fortress three times in quick succession. It appears that some items and constructions that get &amp;quot;spread about&amp;quot; by the invaders and what-not sometimes get bugged. They cannot be used, dumped or removed. I don't know if this is a particular problem with multiple reclaims. --[[User:Liqum|Liqum]] 17:59, 5 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27043</id>
		<title>40d Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27043"/>
		<updated>2009-02-04T18:50:18Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Can't get them to do anything... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --[[User:Mike the stout|Mike the stout]]&lt;br /&gt;
&lt;br /&gt;
== Section Caps ==&lt;br /&gt;
&lt;br /&gt;
Unless someone's decided to enforce it without discussing or amending [http://www.dwarffortresswiki.net/index.php/DwarfFortressWiki:Community_Portal#N Rule N], only Pages fall under the first cap, rest lower.&lt;br /&gt;
&lt;br /&gt;
== Ambush when old dwarf hunts? ==&lt;br /&gt;
&lt;br /&gt;
I recently reclaimed a fortress that had still living dwarfs there.  One of which was a hunter &amp;lt;br /&amp;gt;and seems to continue hunting after reclaiming by bashing things with her crossbow.&lt;br /&gt;
However every time she engages an animal I get my screen redirected and game pausing with the &amp;lt;br /&amp;gt;message &amp;quot;An ambush! Drive them out!&amp;quot;. Just reporting this in case it was unknown o.O my 2cents i guess&lt;br /&gt;
--[[User:Scrangos|Scrangos]] 02:20, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Intro on page slightly inaccurate. ==&lt;br /&gt;
&lt;br /&gt;
The intro on this page states that it is possible to start with as many as 35 dwarves.  I just started a game on a map that I previously had abandoned immediately after arriving and I started with 70 dwarves.  (The map was mostly Evil and Savage and had a lot -far more then 70- evil critters all over it due to a chasm where a lot were taking up residence.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Then double-check, and if your observations are indeed correct, '''edit the article!''' It's a wiki for a reason. --[[User:GreyMario|GreyMaria]] 18:24, 19 October 2008 (EDT)&lt;br /&gt;
I am unable to edit the intro paragraph.  There is no edit button.&lt;br /&gt;
Edit:  nvm, I'm dumb.  While there is no edit button for intro sections on a page I just figured out how you go about it.&lt;br /&gt;
&lt;br /&gt;
== Can't get them to do anything...  ==&lt;br /&gt;
&lt;br /&gt;
Just reclaimed a fortress, and they're all mooing around where the wagon is. I reclaimed everything, including individually in the fortress's workshops, and it all shows as claimed... but even with stationing and patrol routes, they're just standing there. I tried deactivating them, and they remain standing... The now deconstructed wagon (the one thing they've actually done) is profoundly well protected, but it doesn't seem like they're all that ambitious about doing anything else... --[[User:Azaram|Azaram]] 02:50, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, the rangers are happily denuding the forest of its wildlife, and a metalsmith is butchering them, but everybody else is all standing around doing nothing. I deactivated them, activated them, tried stationing squads over the lava pit to plink at the fire imps that destroyed the forest last time, and squat. Except now the mayor is demanding that they make something out of nickel that we don't have... Hopefully, he'll go nuts and wake the rest of them up, I guess. --[[User:Azaram|Azaram]] 03:11, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::you have to activate all of their non-military skills, even the ones they have as their profession, they start out with no labors enabled, for some strange reason. Oh, and is this the same fort as the one on your talk page? If so, good luck this time.--[[User:Destor|Destor]] 22:08, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, sounds like you don't have any [[labor]]s activated.--[[User:Maximus|Maximus]] 22:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I did that... Like I said, the rangers are ranging, and the butchers are butching... but everybody else has a bad case of thumbuppis hisazz... they won't even do ''military'' stuff, like patrolling or stationing. Only the outside ones are doing anything at all. And yes, it's the same fort. I was doing pretty well before the fire imps set the whole world on fire. :-p I want it back. --[[User:Azaram|Azaram]] 02:02, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Are you trying to get them to use workshops?  The workshops may still be forbidden: check their i{{k|t}}ems screen and remove an &amp;quot;F&amp;quot; next to the top items (those that have [B] -- this are the items used to build the workshops).  Or just build new workshops.  BTW, They'll only do military stuff while activated, and civilian stuff while deactivated.--[[User:Maximus|Maximus]] 11:56, 9 December 2008 (EST)&lt;br /&gt;
:::::And, while I'm sure you already know this, they'll only do their patrol and station points when on duty (through the Military screen View Squad) and will only spar when off duty. -[[User:Fuzzy|Fuzzy]] 12:24, 9 December 2008 (EST)&lt;br /&gt;
::::::I'm trying to get them to use workshops, but I did go through and unforbid everything. Nothing was showing an F, that I remember, it all had parens or braces around it ( or {; hard to tell in the font. I'd hit F and at the bottom it would switch from &amp;quot;F: claim&amp;quot; to &amp;quot;F: Forbid&amp;quot;, and the paren would disappear, so: from &amp;quot;(Thing)&amp;quot; to &amp;quot;Thing&amp;quot;. I'd figured that bit out from trying to nab the stuff from a goblin thief that had gotten flattened in a stonefall trap in my previous fort, the one with the waterfall. I went through the entire fortress, reclaiming everything, including loose rocks on the floor. I'd thought that part of the problem was that I'd forgotten to reclaim the closed floor hatches covering the entrance, which was true at one point, but didn't change after. I'd deactivate them and they'd happily get naked, dropping all their gear and dancing around the wagon, but that's about all the reaction I got out of any of them... I'll see about putting them on duty, but one would think that not being soldiers anymore would get them going on their crafts... --[[User:Azaram|Azaram]] 22:35, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Use {{k|t}} on the workshops to make sure the workshops themselves are not forbidden, as I outlined above.--[[User:Maximus|Maximus]] 17:50, 10 December 2008 (EST)&lt;br /&gt;
::::::::I did that... I was about to give up on it and abandon, and suddenly they started moving. I guess the military just needed a couple of days to get their collective stuff together. :-p The miners are mining, the cooks are cooking, the carpenters are carping and the mayor is announcing silly mandates like 'don't export animal traps'... I have no idea what set it off, I was just sitting there looking at the big group of dwarves, when finally they just started streaming down the stairs. --[[User:Azaram|Azaram]] 21:07, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hm!  Interesting.  I guess there are still some subtle bugs with the tasking code (or inexplicable holdups, anyway).  Glad it's resolved.--[[User:Maximus|Maximus]] 22:10, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::::When I reclaimed my old fort just now I realized that all of my dwarves had their respective professions activated - except for the miners! I had to activate them manually. Can anyone confirm/deny any changes to pre-activated labours after reclamation? --[[User:Liqum|Liqum]] 13:50, 4 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34265</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34265"/>
		<updated>2009-02-03T13:07:00Z</updated>

		<summary type="html">&lt;p&gt;Liqum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
&lt;br /&gt;
Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
&lt;br /&gt;
Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;br /&gt;
:I use 25-square plots as well, and rotate crops to ensure variety in my food &amp;amp; drink offerings.  I use a brewer and a cook to turn [[sweet pod]] and [[quarry bush]] into high-value ingredients, and I grow (inedible) [[pig tails]] so that I'll have bags to store my [[quarry bush leaves]] and [[whip vine flour]].  Even after all of that, I find two 25-square plots quickly fill up my food supplies to overflowing.  I can also usually afford to trade away the ten most valuable stacks of food in my fortress in exchange for most of what a caravan brings me.&lt;br /&gt;
&lt;br /&gt;
==Fertilization==&lt;br /&gt;
I know that potash is used for fertilization, sometimes I have potash lying around, but I can't fertilize.  There needs to be a section to explain how fertilization works.--[[User:RustyMcloon|Rusty Mcloon]] 10:54, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. --[[User:Xonara|Xonara]] 09:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reclaim fortress mode==&lt;br /&gt;
I recently had my fortress over-run by demons (the hard kind). After sending out three parties in succession to reclaim my fortress, I finally cleaned them all out. To my surprise I noticed that all my farm plots said &amp;quot;No seeds available&amp;quot; or something of the likes. I figured it was because the plots didn't count as my owned buildings somehow. I proceeded with two actions: I removed and reconstructed a couple of the plots, this seems to have worked; I also re-flooded the remaining plots, and this definetly worked.&lt;br /&gt;
In conclusion it is safe to assume that when a fortress is lost, any farm plots (subterranean at least) will become dried-out. And need to be re-irrigated. --[[User:Liqum|Liqum]] 08:07, 3 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32383</id>
		<title>40d Talk:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32383"/>
		<updated>2009-01-30T17:07:50Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Mandate bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
Are you sure [[charcoal]] from wood counts as a coal bar? I remember reading this wasn't the case. [[User:VengefulDonut|VengefulDonut]] 11:00, 18 December 2007 (EST)&lt;br /&gt;
:I can approve that charcoal from wood logs is a valid material for steel production from heavy personal experience. It is good that we do not have strict WP:OR here.--[[User:Another|Another]] 11:13, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mandate bug? ==&lt;br /&gt;
&lt;br /&gt;
My [[Tax collector]] has just given a [[mandate]] to make two pig iron items. If you can't make anything from pig iron, is this a bug? If not, how do I satisfy this mandate?! --[[User:Actreal|Actreal]] 06:15, 23 June 2008 (EDT)&lt;br /&gt;
:try building a bridge, or making steel bars-note that failure in a mandate only causes an unhappy thought. This is easily countered by upgrading his rooms with something he needs/likes.&lt;br /&gt;
::Making steel bars does satisfy this mandate.  Constructions (bridges, floors) do not. --[[User:Sev|Sev]] 23:56, 7 November 2008 (EST)&lt;br /&gt;
:::I have a mayor who has mandated the construction of a pig iron item. Tried making a steel bar, no success. Made another, still no change in mandate. --[[User:Liqum|Liqum]] 12:07, 30 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27359</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27359"/>
		<updated>2009-01-26T14:06:33Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* ballista's not so deadly. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've seen catapult shots disappear at the edge of the map. I'm not sure what the maximum range is on a catapult. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimum Shooting Range ==&lt;br /&gt;
&lt;br /&gt;
I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
&lt;br /&gt;
I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fear Threshold ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the distance needed to keep civilian dwarves from running away? It would make building fortifications much easier. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been experimenting a bit with different distances. According to the wiki the distance should be more than '''5''' spaces, and in some cases even '''10''' (for trolls). To begin with I dug a '''7''' spaces wide channel between the operators and the enemy, it was a failure. The operators ran away. I then proceeded to widen the channel to '''13''' spaces, which brought up the distance to '''15''' when you include the front of the ballista and the fortification. It also seemed to be slightly too close, they got off one shot but then ran away. While the enemy was at the minimum range on this distance the operators would at least come back to attempt a reload, but then promptly run again.&lt;br /&gt;
:I think a distance of about '''20''' should be good, will continue my experiments and report the results! --[[User:Liqum|Liqum]] 09:03, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== ballista's not so deadly. ==&lt;br /&gt;
&lt;br /&gt;
it seems that ballesta's arent an instant kill anymore. they do however stil blow away most of their targets body...&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. I blew off a couple of wooden ballista arrows (no metal tip) into a horde of goblins. Each arrow may have pierced about 2-4 goblins each and then vanished. The goblins died almost instantly however. --[[User:Liqum|Liqum]] 09:06, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Whaaat.&lt;br /&gt;
&lt;br /&gt;
Okay, presumably I've broken something with my irresponsible modifications and I shouldn't be able to queue jobs making ballista parts out of adamantine from the job manager, particularly since the only options are wood and adamantine as opposed to, say, steel. Just to check, though, has anyone else managed to make siege engine components out of non-wooden materials? &amp;lt;sub&amp;gt;Should probably post things like this on the forum, come to think about it...&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 13:48, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Already mentioned, in fact. By yours truly, or rather I took a screenshot of the phenomenon. It seems you can make adamantine '''siege engine''' parts only if you have adamantine logs. This is a bug in the siege engine making system, &amp;lt;s&amp;gt;and may already be in the buglist. Someone should check.&amp;lt;/s&amp;gt; Not there. --[[User:GreyMario|GreyMaria]] 13:54, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Presumably this is something to do with the fact that in the matgloss_metal file adamantine appears to have tags that make it a valid material for producing almost anything and everything; the job manager thinks it's a valid option and doesn't check if it's physically possible to have logs made of adamantine (which is probably possible with a bit of smelter-haxxing). Adamantine trees, anyone?--[[User:Quil|Quil]] 16:00, 17 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27358</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27358"/>
		<updated>2009-01-26T14:03:57Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Fear Threshold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've seen catapult shots disappear at the edge of the map. I'm not sure what the maximum range is on a catapult. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimum Shooting Range ==&lt;br /&gt;
&lt;br /&gt;
I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
&lt;br /&gt;
I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fear Threshold ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the distance needed to keep civilian dwarves from running away? It would make building fortifications much easier. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been experimenting a bit with different distances. According to the wiki the distance should be more than '''5''' spaces, and in some cases even '''10''' (for trolls). To begin with I dug a '''7''' spaces wide channel between the operators and the enemy, it was a failure. The operators ran away. I then proceeded to widen the channel to '''13''' spaces, which brought up the distance to '''15''' when you include the front of the ballista and the fortification. It also seemed to be slightly too close, they got off one shot but then ran away. While the enemy was at the minimum range on this distance the operators would at least come back to attempt a reload, but then promptly run again.&lt;br /&gt;
:I think a distance of about '''20''' should be good, will continue my experiments and report the results! --[[User:Liqum|Liqum]] 09:03, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== ballista's not so deadly. ==&lt;br /&gt;
&lt;br /&gt;
it seems that ballesta's arent an instant kill anymore. they do however stil blow away most of their targets body...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Whaaat.&lt;br /&gt;
&lt;br /&gt;
Okay, presumably I've broken something with my irresponsible modifications and I shouldn't be able to queue jobs making ballista parts out of adamantine from the job manager, particularly since the only options are wood and adamantine as opposed to, say, steel. Just to check, though, has anyone else managed to make siege engine components out of non-wooden materials? &amp;lt;sub&amp;gt;Should probably post things like this on the forum, come to think about it...&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 13:48, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Already mentioned, in fact. By yours truly, or rather I took a screenshot of the phenomenon. It seems you can make adamantine '''siege engine''' parts only if you have adamantine logs. This is a bug in the siege engine making system, &amp;lt;s&amp;gt;and may already be in the buglist. Someone should check.&amp;lt;/s&amp;gt; Not there. --[[User:GreyMario|GreyMaria]] 13:54, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Presumably this is something to do with the fact that in the matgloss_metal file adamantine appears to have tags that make it a valid material for producing almost anything and everything; the job manager thinks it's a valid option and doesn't check if it's physically possible to have logs made of adamantine (which is probably possible with a bit of smelter-haxxing). Adamantine trees, anyone?--[[User:Quil|Quil]] 16:00, 17 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27357</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27357"/>
		<updated>2009-01-26T14:03:33Z</updated>

		<summary type="html">&lt;p&gt;Liqum: /* Fear Threshold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've seen catapult shots disappear at the edge of the map. I'm not sure what the maximum range is on a catapult. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimum Shooting Range ==&lt;br /&gt;
&lt;br /&gt;
I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
&lt;br /&gt;
I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fear Threshold ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the distance needed to keep civilian dwarves from running away? It would make building fortifications much easier. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been experimenting a bit with different distances. According to the wiki the distance should be more than '''5''' spaces, and in some cases even '''10''' (for trolls). To begin with I dug a '''7''' spaces wide channel between the operators and the enemy, it was a failure. The operators ran away. I then proceeded to widen the channel to '''13''' spaces, which brought up the distance to '''15''' when you include the front of the ballista and the fortification. It also seemed to be slightly too close, they got off one shot but then ran away. While the enemy was at the minimum range on this distance the operators would at least come back to attempt a reload, but then promptly run again.&lt;br /&gt;
:I think a distance of about '''20''' should be good, will continue my experiments and report the results! [[User:Liqum|Liqum]] 09:03, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== ballista's not so deadly. ==&lt;br /&gt;
&lt;br /&gt;
it seems that ballesta's arent an instant kill anymore. they do however stil blow away most of their targets body...&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Whaaat.&lt;br /&gt;
&lt;br /&gt;
Okay, presumably I've broken something with my irresponsible modifications and I shouldn't be able to queue jobs making ballista parts out of adamantine from the job manager, particularly since the only options are wood and adamantine as opposed to, say, steel. Just to check, though, has anyone else managed to make siege engine components out of non-wooden materials? &amp;lt;sub&amp;gt;Should probably post things like this on the forum, come to think about it...&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 13:48, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Already mentioned, in fact. By yours truly, or rather I took a screenshot of the phenomenon. It seems you can make adamantine '''siege engine''' parts only if you have adamantine logs. This is a bug in the siege engine making system, &amp;lt;s&amp;gt;and may already be in the buglist. Someone should check.&amp;lt;/s&amp;gt; Not there. --[[User:GreyMario|GreyMaria]] 13:54, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Presumably this is something to do with the fact that in the matgloss_metal file adamantine appears to have tags that make it a valid material for producing almost anything and everything; the job manager thinks it's a valid option and doesn't check if it's physically possible to have logs made of adamantine (which is probably possible with a bit of smelter-haxxing). Adamantine trees, anyone?--[[User:Quil|Quil]] 16:00, 17 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Liqum</name></author>
	</entry>
</feed>