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		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188368</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188368"/>
		<updated>2013-06-21T18:41:38Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Choosing Masterwork &amp;amp; World Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
There are no particular recommended parameters for world gen, Masterwork Advanced world gens are great if you like them, but default or other custom world gens work fine as well.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars and bone furniture too.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the makeshift gear doesn't provide 100% coverage so you might want to layer it with some other armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, decent gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Raiders Drydock''' is an important building for a thriving Orcish base.  It is used not only to strike back at the Free Peoples and grab some loot, but also to round up goblin laborers, steal blueprints and codexes -- all things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins (usually from exchanging totems, booze, or other bounties at the '''Freelancers Guild'''), ballista parts from a '''Siege Workshop''', plenty of wood, and also weapons. &lt;br /&gt;
&lt;br /&gt;
A good first mission for your Raiders is to Round up some Goblins.  These missions are cheap and have a high chance of success.  The goblin migrant will be stored as a &amp;quot;tool&amp;quot; until you're ready to deploy him as one of the Shanty workshops.&lt;br /&gt;
&lt;br /&gt;
Once you have a few weapon kits, longboats, and coins saved up you can start hitting more dangerous targets.  The dwarves are a good choice, as from a successful raid you can score weapons grade metal, solid weapons, and other useful wargear.  Or raid merchant shipping to acquire gold and silver, caravanserai blueprints so that you can establish your own trade bazaars locally, and valuable captives.  Target different enemies for other various goods.&lt;br /&gt;
&lt;br /&gt;
Depending on how organized your raiding materials stockpiles are, If you plan to use raiding as a major part of your economy, you might want to add a second drydock and Freelancer's guild to especially to speed up crafting new ships.  Try storing coins in stockpiles without bins to avoid job cancellation.&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== Late Game Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188326</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188326"/>
		<updated>2013-06-20T23:34:27Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Orcish Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars and bone furniture too.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the makeshift gear doesn't provide 100% coverage so you might want to layer it with some other armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, decent gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Raiders Drydock''' is an important building for a thriving Orcish base.  It is used not only to strike back at the Free Peoples and grab some loot, but also to round up goblin laborers, steal blueprints and codexes -- all things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins (usually from exchanging totems, booze, or other bounties at the '''Freelancers Guild'''), ballista parts from a '''Siege Workshop''', plenty of wood, and also weapons. &lt;br /&gt;
&lt;br /&gt;
A good first mission for your Raiders is to Round up some Goblins.  These missions are cheap and have a high chance of success.  The goblin migrant will be stored as a &amp;quot;tool&amp;quot; until you're ready to deploy him as one of the Shanty workshops.&lt;br /&gt;
&lt;br /&gt;
Once you have a few weapon kits, longboats, and coins saved up you can start hitting more dangerous targets.  The dwarves are a good choice, as from a successful raid you can score weapons grade metal, solid weapons, and other useful wargear.  Or raid merchant shipping to acquire gold and silver, caravanserai blueprints so that you can establish your own trade bazaars locally, and valuable captives.  Target different enemies for other various goods.&lt;br /&gt;
&lt;br /&gt;
Depending on how organized your raiding materials stockpiles are, If you plan to use raiding as a major part of your economy, you might want to add a second drydock and Freelancer's guild to especially to speed up crafting new ships.  Try storing coins in stockpiles without bins to avoid job cancellation.&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== Late Game Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188325</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188325"/>
		<updated>2013-06-20T23:33:57Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Corsair Raiders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars and bone furniture too.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the makeshift gear doesn't provide 100% coverage so you might want to layer it with some other armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Raiders Drydock''' is an important building for a thriving Orcish base.  It is used not only to strike back at the Free Peoples and grab some loot, but also to round up goblin laborers, steal blueprints and codexes -- all things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins (usually from exchanging totems, booze, or other bounties at the '''Freelancers Guild'''), ballista parts from a '''Siege Workshop''', plenty of wood, and also weapons. &lt;br /&gt;
&lt;br /&gt;
A good first mission for your Raiders is to Round up some Goblins.  These missions are cheap and have a high chance of success.  The goblin migrant will be stored as a &amp;quot;tool&amp;quot; until you're ready to deploy him as one of the Shanty workshops.&lt;br /&gt;
&lt;br /&gt;
Once you have a few weapon kits, longboats, and coins saved up you can start hitting more dangerous targets.  The dwarves are a good choice, as from a successful raid you can score weapons grade metal, solid weapons, and other useful wargear.  Or raid merchant shipping to acquire gold and silver, caravanserai blueprints so that you can establish your own trade bazaars locally, and valuable captives.  Target different enemies for other various goods.&lt;br /&gt;
&lt;br /&gt;
Depending on how organized your raiding materials stockpiles are, If you plan to use raiding as a major part of your economy, you might want to add a second drydock and Freelancer's guild to especially to speed up crafting new ships.  Try storing coins in stockpiles without bins to avoid job cancellation.&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== Late Game Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188321</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188321"/>
		<updated>2013-06-20T22:34:17Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Orcish Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars and bone furniture too.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the makeshift gear doesn't provide 100% coverage so you might want to layer it with some other armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== Late Game Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188320</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188320"/>
		<updated>2013-06-20T22:33:57Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Orcish Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars and bone furniture too.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the gear doesn't provide 100% coverage so you might want to layer it with some leather armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== Late Game Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188319</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188319"/>
		<updated>2013-06-20T22:32:55Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* A Dark Citadel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the gear doesn't provide 100% coverage so you might want to layer it with some leather armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== Late Game Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188318</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188318"/>
		<updated>2013-06-20T22:32:37Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* A Powerful Clanholding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the gear doesn't provide 100% coverage so you might want to layer it with some leather armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== Midgame Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188317</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188317"/>
		<updated>2013-06-20T22:32:08Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Orcish Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the gear doesn't provide 100% coverage so you might want to layer it with some leather armor.  If you have weapons made from heavy but soft material like a gold dagger, you can also refit it into a maybe more useful flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188316</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188316"/>
		<updated>2013-06-20T22:31:11Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the '''tribal warcrafter''' (along with an '''ashery''' and '''tanner''') and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The '''fletcher''' workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the gear doesn't provide 100% coverage so you might want to layer it with some leather armor.  If you have weapons made from trash material like a gold dagger, you can also refit it into a maybe more useful gold flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188315</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188315"/>
		<updated>2013-06-20T22:30:36Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Orcish Industry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Assuming you defended your camp in suitably orky fashion, you should now have some new resources:  a pile of elf or drow corpses, and some quality arms and armor that may or not actually fit.   This is a great time to add on extra '''butcher shops''', '''tanners''', '''kitchen'''' and '''tribal warcrafters'''.  Use a couple tribal crafters shops to harden and laminate leather.  Lamellar leather is a quality material and can be made into armor at either the warcrafter or standard leatherworker.  From ash, bone, and (optionally) blood you can keep crafting ironbone tribal weapons, or use a '''Boneyard''' to make bars.&lt;br /&gt;
&lt;br /&gt;
If you have some quality but wrong-sized gear, like Elven small mithril armor, use the '''Molten Pit''' to resize it into wearable makeshift mail.  This processing is very material efficient, but the gear doesn't provide 100% coverage so you might want to layer it with some leather armor.  If you have weapons made from trash material like a gold dagger, you can also refit it into a maybe more useful gold flail.  The Molten Pit also gives options for batch smelting ore and destroying unwanted junk.  The molten pit wastes some material relative to Dwarven batch furnaces, but is still fuel-efficient and recovers some useable scrap too: rusty iron, malachite, and dolomite.&lt;br /&gt;
&lt;br /&gt;
An '''Orcish Factory''' is useful for production once you have some metal or clay industry starting up.  Churn out great masses of blocks for above ground building, middling gear to arm and armor the grunts, or even masses of cheap weapons to use at the Raiders drydock.  The Factory can also support your growing metal industry too, by burning farmed or harvested tree saplings to charcoal.&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188293</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188293"/>
		<updated>2013-06-20T20:43:05Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  If your base is in the low ground beneath a hill or ridge, be sure that you have a plan to survive if elvish archers gain the high ground on you.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club, in a tight spot.  Shields and a bit of defensive skill are invaluable, so try to get your key warriors paired up and sparring a bit.  &lt;br /&gt;
&lt;br /&gt;
The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.  Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188287</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188287"/>
		<updated>2013-06-20T20:16:46Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good as melee sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188286</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188286"/>
		<updated>2013-06-20T20:13:25Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Choosing Masterwork &amp;amp; World Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  &lt;br /&gt;
&lt;br /&gt;
The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine.  Orc fortress has it's own implementation of slag (only at the Molten pit) so you might want to turn off the Slag option, but either way is OK.&lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.  &lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.  Just like in dwarf mode, if you choose a lot of allies in a given world, the game will be a lot easier.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188284</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=188284"/>
		<updated>2013-06-20T19:46:15Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Choosing Masterwork &amp;amp; World Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't always make good allies, due to their unstable ethics and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or diplomats!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Saved_game_folder&amp;diff=186243</id>
		<title>v0.34:Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Saved_game_folder&amp;diff=186243"/>
		<updated>2013-06-05T21:04:36Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location in where a certain region's information and necessary files are stored and accessed by Dwarf Fortress. Knowledge on the technicals of the saved game folder is crucial if one wishes to [[Importing and exporting worlds|import or export saves]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Individual [[world generation|worlds]] are stored in the '''data/save/''' directory in the Dwarf Fortress root directory.  By default, they are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). On Windows 7, if Dwarf Fortress is installed in the Program Files subdirectory, the saved game folders are instead located at &amp;quot;Users\Myname\Appdata\Local\VirtualStore\Program Files\Dwarf Fortress\data\save&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have modified your [[d_init.txt]] to seasonally backup, then the backup folders will be named ''region#-season-year'', for example region1-spr-202.&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running! This can cause fatal flaws many dwarf-seasons later, and is one known cause of the [http://www.bay12games.com/forum/index.php?topic=34936.0| &amp;quot;Nemesis Unit Load Failed&amp;quot;] crash error.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside here is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. The amount of these files is heavily dependent on the size of the world, and they store the information about map features (such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|spires]]). Replacing these files will very rarely crash the game, but usually will cause unwanted effects such as magma seas present on the surface. These files do not seem to cause too many crashes when removed, and do not exist in some peculiar worlds.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''.&lt;br /&gt;
* A series of files named ''unit-#.dat''. Replacing these has been known to cause the infamous Nemesis Unit Load Failed error. Resolving the aforementioned error, however, involves copying these over from a previous backup of the save. Depending on the size of the world, there could easily be thousands of these files, making it infeasible to send the saved game folder without compressing it all in one file first.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored in this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also an alpha, can crash, and your world can become corrupted by an error. You can also make use of the auto save features settable in &amp;quot;data/init/d_init.txt&amp;quot;. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
For more info on the autosave feature, see [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
==Disappearing saves==&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing.&lt;br /&gt;
&lt;br /&gt;
The game saves to the directory from which it was loaded, so if you restore a game from a seasonal save after a crash, you will be saving to the folder from which you loaded (like [region1-spring-1056]) and not to your default folder (like [region1]) where you would expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic, because you will see your 'Region X' save as several years older than you would expect it and it will look like you lost all your work since last autosave to some bug. The save you need to load is however going to be in the slot from which you loaded from automatic backup.&lt;br /&gt;
&lt;br /&gt;
The golden rule is: if you want to restore a savegame from backup, you should rename that backup to indicate that. Remember to do that while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
==Warning==&lt;br /&gt;
The game requires several hundred MBs per save; if you run out of harddrive space, Dwarf Fortress will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then exiting, will corrupt your previously-working saves as well. Make sure you have sufficient free disk space before launching Dwarf Fortress!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Files]]&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Metal&amp;diff=186236</id>
		<title>Masterwork:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Metal&amp;diff=186236"/>
		<updated>2013-06-05T04:29:18Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Masterwork Mod New Metal Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:17, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the Masterwork mod, there are a variety of new weapons-grade metal materials.  This includes alternate industries for metals of quality similar to and better than iron and steel. Note that your enemies will have access to higher quality materials too!&lt;br /&gt;
&lt;br /&gt;
==Masterwork Mod New Metal Industries==&lt;br /&gt;
&lt;br /&gt;
The Dwarven [[Crucible]] is capable of creating metals that can't be extracted at a regular smelter. These include decorative chrome and titanium; weapons-grade cobalt; and high-end weapons-grade metals mithril and wolfram. The Dwarven Crucible can also create mithril from silver, and create obsidian and slade from any stone. Dwarves can further process these metals into high-end alloys at the [[Metallurgist]].  &lt;br /&gt;
&lt;br /&gt;
Orcs can make a few specific weapons and crafts from un-smeltable ores at a [[Damasc Furnace]].&lt;br /&gt;
&lt;br /&gt;
Dwarves have even more high-tech metallurgy available once they strike magma. The [[Great Magma Forge]] makes items of Volcanic metal by alloying mithril, steel, and obsidain &amp;amp; slade stone. &lt;br /&gt;
&lt;br /&gt;
Both Dwarves and Orcs can use a [[Boneyard]] to create weapons-grade Ironbone and Bloodsteel from ash, bone, and blood.  Additionally The Orcish [[Tribal Warcrafter]] can efficiently make a selection of items directly from organic materials.&lt;br /&gt;
&lt;br /&gt;
Orc tribes can obtain by trade blueprints for the [[Ashland Glassblower]], which makes cobalt and ruby stained glass, and can also process bars of metallic green glass and ebonglass. The Dwarven [[Glassforge]] and [[Gemforge]] can also make weapons from crystal glass and gems.&lt;br /&gt;
&lt;br /&gt;
A few Orcish clans have been lucky enough to re-discover the secrets of the [[Ancient Foundry]]. Deep-bronze is a heavy alloy suited for superior armor and weapons that can crush steel. Orichalcum makes excellent weapons and armor, and is also prized for unique mystical properties.&lt;br /&gt;
&lt;br /&gt;
All smelting produces slag, a waste product that can be processed at a [[slag pit]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Weapons Grade Metals and Alloys===&lt;br /&gt;
&lt;br /&gt;
Includes both Masterwork Dwarf Fortress and [[Orc Fortress]] materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Tile&lt;br /&gt;
! Source&lt;br /&gt;
! Density&lt;br /&gt;
! Melt Point&lt;br /&gt;
! Value&lt;br /&gt;
! I yield&lt;br /&gt;
! I fract&lt;br /&gt;
! I elast&lt;br /&gt;
! S yield&lt;br /&gt;
! S fract&lt;br /&gt;
! S elast&lt;br /&gt;
! Max Edge&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bifrost]]&lt;br /&gt;
| {{Tile|≡|1:1}}{{Tile|‼|1:0:1}}&lt;br /&gt;
| Looted from Frost Giants&lt;br /&gt;
| 8.20&lt;br /&gt;
| 25000&lt;br /&gt;
| 100&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 0&lt;br /&gt;
| 50000&lt;br /&gt;
| Superior for edged weapons, any armor &amp;lt;br&amp;gt; Inferior only to adamantine &amp;lt;br&amp;gt; Fine for blunt weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic]]&lt;br /&gt;
| {{Tile|≡|4:1}}{{Tile|‼|4:4:1}}&lt;br /&gt;
| Mithril + slade + obsidian + steel &amp;lt;br&amp;gt; Dwarven Great Magma Forge&lt;br /&gt;
| 7.85&lt;br /&gt;
| 25000&lt;br /&gt;
| 60&lt;br /&gt;
| 3010&lt;br /&gt;
| 5040&lt;br /&gt;
| 1880&lt;br /&gt;
| 860&lt;br /&gt;
| 1440&lt;br /&gt;
| 430&lt;br /&gt;
| 20000&lt;br /&gt;
| Superior for edged weapons, any armor &amp;lt;br&amp;gt; Fine for blunt weapons&lt;br /&gt;
|-&lt;br /&gt;
| Deep bronze&lt;br /&gt;
| {{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&lt;br /&gt;
| Mithril + gold + bronze &amp;lt;br&amp;gt; Orcish Ancient Foundry&lt;br /&gt;
| 19.228&lt;br /&gt;
| 16159&lt;br /&gt;
| 40&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 1705&lt;br /&gt;
| 630&lt;br /&gt;
| 920&lt;br /&gt;
| 338&lt;br /&gt;
| 14000&lt;br /&gt;
| Excellent for all weapons; armor vs. edge &amp;lt;br&amp;gt; Can rend steel, mithril, orichalcum &amp;lt;br&amp;gt; Very heavy &lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum&lt;br /&gt;
| {{Tile|≡|3:0}}{{Tile|‼|3:4:0}}&lt;br /&gt;
| Bloodsteel + iron + silver &amp;lt;br&amp;gt; Orcish Ancient Foundry &amp;lt;br&amp;gt; Rarely recovered (1%) from all ore&lt;br /&gt;
| 10.500&lt;br /&gt;
| 12718&lt;br /&gt;
| 40&lt;br /&gt;
| 3000&lt;br /&gt;
| 4200&lt;br /&gt;
| 940&lt;br /&gt;
| 430&lt;br /&gt;
| 720&lt;br /&gt;
| 200&lt;br /&gt;
| 20000&lt;br /&gt;
| Very good for all weapons &amp;lt;br&amp;gt; Excellent armor against impact &amp;lt;br&amp;gt; Reagent for orcish arcane blades&lt;br /&gt;
|-&lt;br /&gt;
| Welded mithril&lt;br /&gt;
| {{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&lt;br /&gt;
| Mithril + titanium &amp;lt;br&amp;gt; Dwarven Metallurgist (bars) &amp;lt;br&amp;gt; Orcish Damasc (blades)&lt;br /&gt;
| 0.600&lt;br /&gt;
| 12768&lt;br /&gt;
| 75&lt;br /&gt;
| 2505&lt;br /&gt;
| 3520&lt;br /&gt;
| 1340&lt;br /&gt;
| 630&lt;br /&gt;
| 920&lt;br /&gt;
| 175&lt;br /&gt;
| 20000&lt;br /&gt;
| Excellent for edged weapons, all armor &amp;lt;br&amp;gt; Can rend steel, mithril, orichalcum &amp;lt;br&amp;gt; Supernaturally light&lt;br /&gt;
|-&lt;br /&gt;
| Welded wolfram&lt;br /&gt;
| {{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&lt;br /&gt;
| Wolfram + rose gold &amp;lt;br&amp;gt; Dwarven Metallurgist (bars) &amp;lt;br&amp;gt; Orcish Damasc (hammers)&lt;br /&gt;
| 59.228&lt;br /&gt;
| 16159&lt;br /&gt;
| 38&lt;br /&gt;
| 3500&lt;br /&gt;
| 3500&lt;br /&gt;
| 2005&lt;br /&gt;
| 1510&lt;br /&gt;
| 1510&lt;br /&gt;
| 338&lt;br /&gt;
| 10000&lt;br /&gt;
| Best for blunt weapons &amp;lt;br&amp;gt; Supernaturally heavy&lt;br /&gt;
|-&lt;br /&gt;
| Mithril&lt;br /&gt;
| {{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&lt;br /&gt;
| Mithril ore &amp;lt;br&amp;gt; Dwarven Crucible &amp;lt;br&amp;gt; OR &amp;lt;br&amp;gt;1 steel + 3 silver bars&amp;lt;br&amp;gt;Metallurgist&lt;br /&gt;
| 2&lt;br /&gt;
| 20000&lt;br /&gt;
| 45&lt;br /&gt;
| 2005&lt;br /&gt;
| 3020&lt;br /&gt;
| 1140&lt;br /&gt;
| 530&lt;br /&gt;
| 820&lt;br /&gt;
| 115&lt;br /&gt;
| 12000&lt;br /&gt;
| Very good for edged weapons, all armor &amp;lt;br&amp;gt; Very light&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Wolfram&lt;br /&gt;
| {{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&lt;br /&gt;
| Wolfram ore &amp;lt;br&amp;gt; Dwarven Crucible&lt;br /&gt;
| 19.228&lt;br /&gt;
| 16159&lt;br /&gt;
| 30&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 1705&lt;br /&gt;
| 1510&lt;br /&gt;
| 1510&lt;br /&gt;
| 338&lt;br /&gt;
| 10000&lt;br /&gt;
| Excellent for blunt weapons &amp;lt;br&amp;gt; Very heavy&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Welded cobalt&lt;br /&gt;
| {{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&lt;br /&gt;
| Cobalt + billon  &amp;lt;br&amp;gt; Dwarven Metallurgist (bars) &amp;lt;br&amp;gt; Orcish damasc (mail)&lt;br /&gt;
| 7.85&lt;br /&gt;
| 12718&lt;br /&gt;
| 15&lt;br /&gt;
| 1715&lt;br /&gt;
| 2880&lt;br /&gt;
| 940&lt;br /&gt;
| 490&lt;br /&gt;
| 490&lt;br /&gt;
| 155&lt;br /&gt;
| 10000&lt;br /&gt;
| Fine for all weapons, armor &amp;lt;br&amp;gt; Good against impact &amp;lt;br&amp;gt; Shear between iron and steel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alternate Metal-like Materials===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Tile&lt;br /&gt;
! Source&lt;br /&gt;
! Density&lt;br /&gt;
! Melt Point&lt;br /&gt;
! Value&lt;br /&gt;
! I yield&lt;br /&gt;
! I fract&lt;br /&gt;
! I elast&lt;br /&gt;
! S yield&lt;br /&gt;
! S fract&lt;br /&gt;
! S elast&lt;br /&gt;
! Max Edge&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Ashland Glass&lt;br /&gt;
| {{Tile|≡|2:1}}{{Tile|‼|2:3:1}}&lt;br /&gt;
| Moonstone + Malachite + Green Glass &amp;lt;br&amp;gt; Orcish Ashland Glassblower&lt;br /&gt;
| 1.01&lt;br /&gt;
| 13600&lt;br /&gt;
| 24&lt;br /&gt;
| 2005&lt;br /&gt;
| 2100&lt;br /&gt;
| 300&lt;br /&gt;
| 480&lt;br /&gt;
| 770&lt;br /&gt;
| 75&lt;br /&gt;
| 12000&lt;br /&gt;
| Good for edged weapons, all armor &amp;lt;br&amp;gt; Relatively brittle rather than ductile &amp;lt;br&amp;gt; Very light&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Ebonglass&lt;br /&gt;
| {{Tile|≡|0:0}}{{Tile|‼|0:2:0}}&lt;br /&gt;
| Obsidian + Ruby glass + Cobalt glass &amp;lt;br&amp;gt; Orcish Ashland Glassblower&lt;br /&gt;
| 19.228&lt;br /&gt;
| 13600&lt;br /&gt;
| 24&lt;br /&gt;
| 2005&lt;br /&gt;
| 2100&lt;br /&gt;
| 300&lt;br /&gt;
| 480&lt;br /&gt;
| 770&lt;br /&gt;
| 75&lt;br /&gt;
| 12000&lt;br /&gt;
| Good for all weapons, armor &amp;lt;br&amp;gt; Relatively brittle rather than ductile &amp;lt;br&amp;gt; Very heavy&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Glass&amp;lt;br&amp;gt;(Tempered)&lt;br /&gt;
| {{Tile|≡|7:1}}{{Tile|‼|7:0:1}}&lt;br /&gt;
| Rock crystal, or crystaltrees &amp;lt;br&amp;gt; Dwarven Glassforge &amp;lt;br&amp;gt; Orcish Nethermill &lt;br /&gt;
| 7.85 &lt;br /&gt;
| 12718&lt;br /&gt;
| 10&lt;br /&gt;
| 1205&lt;br /&gt;
| 2020&lt;br /&gt;
| 790&lt;br /&gt;
| 350&lt;br /&gt;
| 600&lt;br /&gt;
| 175&lt;br /&gt;
| 15000&lt;br /&gt;
| Fine for all weapons, armor &amp;lt;br&amp;gt; Intermediate between iron and steel&lt;br /&gt;
|-&lt;br /&gt;
| Gem (tempered)&lt;br /&gt;
| {{Tile|≡|7:0}}{{Tile|‼|7:0:0}}&lt;br /&gt;
| Gems &amp;lt;br&amp;gt; Dwarven Gemforge &amp;lt;br&amp;gt; Orcish Fletcher (arrows)&lt;br /&gt;
| 7.85 &lt;br /&gt;
| 11500&lt;br /&gt;
| 1&lt;br /&gt;
| 1205&lt;br /&gt;
| 2020&lt;br /&gt;
| 790&lt;br /&gt;
| 350&lt;br /&gt;
| 600&lt;br /&gt;
| 175&lt;br /&gt;
| 8000&lt;br /&gt;
| Fine for all weapons, armor &amp;lt;br&amp;gt; Intermediate between iron and steel&lt;br /&gt;
|-&lt;br /&gt;
| Bloodsteel&lt;br /&gt;
| {{Tile|≡|4:0}}{{Tile|‼|4:7:0}}&lt;br /&gt;
| Ironbone + blood &amp;lt;br&amp;gt; Boneyard &amp;lt;br&amp;gt; Orcish Tribal warcrafter &lt;br /&gt;
| 7.85 &lt;br /&gt;
| 12718&lt;br /&gt;
| 24&lt;br /&gt;
| 1505&lt;br /&gt;
| 2520&lt;br /&gt;
| 940&lt;br /&gt;
| 430&lt;br /&gt;
| 720&lt;br /&gt;
| 215&lt;br /&gt;
| 10000&lt;br /&gt;
| Good for all weapons, armor &amp;lt;br&amp;gt; Comparable to steel &lt;br /&gt;
|-&lt;br /&gt;
| Ironbone&lt;br /&gt;
| {{Tile|≡|2:1}}{{Tile|‼|2:2:1}}&lt;br /&gt;
| Bone + ash &amp;lt;br&amp;gt; Boneyard &amp;lt;br&amp;gt; Orcish Tribal warcrafter &lt;br /&gt;
| 7.85 &lt;br /&gt;
| 12768 &lt;br /&gt;
| 9&lt;br /&gt;
| 542&lt;br /&gt;
| 1080&lt;br /&gt;
| 319&lt;br /&gt;
| 155&lt;br /&gt;
| 310&lt;br /&gt;
| 189&lt;br /&gt;
| 10000&lt;br /&gt;
| Fine for all weapons, armor &amp;lt;br&amp;gt; Comparable to iron&lt;br /&gt;
|-&lt;br /&gt;
| Devilthorn&lt;br /&gt;
| {{Tile|≡|4:0}}{{Tile|‼|4:0:0}}&lt;br /&gt;
| Devilthorn trees&lt;br /&gt;
| 100&lt;br /&gt;
| 12768 &lt;br /&gt;
| 10&lt;br /&gt;
| 2000&lt;br /&gt;
| 2500&lt;br /&gt;
| 50&lt;br /&gt;
| 2000&lt;br /&gt;
| 2500&lt;br /&gt;
| 50&lt;br /&gt;
| 10000&lt;br /&gt;
| Excellent for all weapons &amp;lt;br&amp;gt; Supernaturally heavy &lt;br /&gt;
|-&lt;br /&gt;
| Netherwood&amp;lt;br&amp;gt;(Processed)&lt;br /&gt;
| {{Tile|≡|6:0}}{{Tile|‼|6:0:0}}&lt;br /&gt;
| Netherwood trees &amp;lt;br&amp;gt; Dwarven Timberyard &amp;lt;br&amp;gt; Orcish Nethermill &lt;br /&gt;
| 0.500 &lt;br /&gt;
| Fixed temp&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 1500&lt;br /&gt;
| 45&lt;br /&gt;
| 45&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| Just a bit tougher than normal wood &amp;lt;br&amp;gt; Fire resistant (fixed temp) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Selected base Dwarf Fortress Metals and Alloys===&lt;br /&gt;
Provided for comparison.  See [[DF2012:Metal]] for a complete list.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Tile&lt;br /&gt;
! Source&lt;br /&gt;
! Density&lt;br /&gt;
! Melt Point&lt;br /&gt;
! Value&lt;br /&gt;
! I yield&lt;br /&gt;
! I fract&lt;br /&gt;
! I elast&lt;br /&gt;
! S yield&lt;br /&gt;
! S fract&lt;br /&gt;
! S elast&lt;br /&gt;
! Max Edge&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine&lt;br /&gt;
| {{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&lt;br /&gt;
| Raw adamantine&lt;br /&gt;
| 0.200&lt;br /&gt;
| 25000&lt;br /&gt;
| 300&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 100000&lt;br /&gt;
| Best for edged weapons, all armor&lt;br /&gt;
|-&lt;br /&gt;
| Steel&lt;br /&gt;
| {{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&lt;br /&gt;
| iron + pigiron + flux + carbon&lt;br /&gt;
| 7.85 &lt;br /&gt;
| 12718&lt;br /&gt;
| 30 &lt;br /&gt;
| 1505&lt;br /&gt;
| 2520&lt;br /&gt;
| 940&lt;br /&gt;
| 430&lt;br /&gt;
| 720&lt;br /&gt;
| 215&lt;br /&gt;
| 10000&lt;br /&gt;
| Good for all weapons, armor&lt;br /&gt;
|-&lt;br /&gt;
| Iron&lt;br /&gt;
| {{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&lt;br /&gt;
| Hematite, limonite, magnetite&lt;br /&gt;
| 7.85 &lt;br /&gt;
| 12768 &lt;br /&gt;
| 10 &lt;br /&gt;
| 542&lt;br /&gt;
| 1080&lt;br /&gt;
| 319&lt;br /&gt;
| 155&lt;br /&gt;
| 310&lt;br /&gt;
| 189&lt;br /&gt;
| 10000&lt;br /&gt;
| Fine for all weapons, armor&lt;br /&gt;
|-&lt;br /&gt;
| Bronze&lt;br /&gt;
| {{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&lt;br /&gt;
| Tin + copper&lt;br /&gt;
| 8.25 &lt;br /&gt;
| 11868&lt;br /&gt;
| 5&lt;br /&gt;
| 602&lt;br /&gt;
| 843&lt;br /&gt;
| 547&lt;br /&gt;
| 172&lt;br /&gt;
| 241&lt;br /&gt;
| 156&lt;br /&gt;
| 10000&lt;br /&gt;
| Fine for all weapons, armor&lt;br /&gt;
|-&lt;br /&gt;
| Silver&lt;br /&gt;
| {{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&lt;br /&gt;
| Native silver, galena (50%)&lt;br /&gt;
| 10.49 &lt;br /&gt;
| 11731&lt;br /&gt;
| 10&lt;br /&gt;
| 350&lt;br /&gt;
| 595&lt;br /&gt;
| 350&lt;br /&gt;
| 100&lt;br /&gt;
| 170&lt;br /&gt;
| 333&lt;br /&gt;
| 10000&lt;br /&gt;
| Good for blunt weapons; poor for armor&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| {{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&lt;br /&gt;
| Native copper, malachite, tetrahedrite&lt;br /&gt;
| 8.93 &lt;br /&gt;
| 11952&lt;br /&gt;
| 2&lt;br /&gt;
| 245&lt;br /&gt;
| 770&lt;br /&gt;
| 175&lt;br /&gt;
| 70&lt;br /&gt;
| 220&lt;br /&gt;
| 145&lt;br /&gt;
| 10000&lt;br /&gt;
| Fine for blunt weapons; poor for armor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Legend:''&lt;br /&gt;
:'''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:'''Source Ore(s)''' indicates the specific ores that can provide a metal or basic recipe for an alloy.&lt;br /&gt;
:'''Density''' is used to determine the different weight of finished objects and force of weapon strikes.  Value shown here is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;?)&lt;br /&gt;
:'''Melting point''' is used to determine if a material is [[DF2012:magma-safe|magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:'''Material value''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (GPa?)&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186210</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186210"/>
		<updated>2013-06-03T07:12:17Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186209</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186209"/>
		<updated>2013-06-03T07:11:57Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves are likely to bring golems, and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.&lt;br /&gt;
&lt;br /&gt;
If you happen to have goblin allies in your world, you can easily craft a few trinkets and trade with the runts for some rusty iron shivs or other cheap weapons.  These are basically trash, but may be better than nothing if elvish assassins strike before the camp is really prepared. &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186208</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186208"/>
		<updated>2013-06-03T07:09:00Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves are likely to bring golems, and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Orcs have a variety of weapons that can be used in both a melee and a ranged mode.  Early on you can make some thrown weapons:  Tomahawks (with throwing tomahawks as ammo) or bola throwers (with bola).  These weapons are inferior to regular axes or bows, but give some flexibility in how you deploy a small warband.  They're good for sidearms too, for a civilian militia who might occasionally defend themselves from thieves or animals.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186207</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186207"/>
		<updated>2013-06-03T06:47:02Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves are likely to bring golems, and Drow are fairly likely to bring building-destroying monsters from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Tomahawks or bola for combined melee/thrown arms.&lt;br /&gt;
&lt;br /&gt;
Freelancers to buy swords or guns, and prepare for raiding.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186206</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186206"/>
		<updated>2013-06-03T06:37:17Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Know the enemy!|&lt;br /&gt;
Elves and Drow will strike from ambush, while Dwarves and Humans may siege and wait you out for several months at a time.  Also, Dwarves are likely to bring golems, and Drow are fairly likely to bring building-destroying warbeasts from the depths.  &lt;br /&gt;
}}&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Tomahawks or bola for combined melee/thrown arms.&lt;br /&gt;
&lt;br /&gt;
Freelancers to buy swords or guns, and prepare for raiding.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186205</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186205"/>
		<updated>2013-06-03T05:38:08Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools for above ground forts, starting with the Tribal Warcrafter and Fletcher for arms, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  Keep in mind that Elves and Drow will strike from ambush, Dwarves and Humans may siege and wait you out for several months at a time, and Dwarves and Drow are fairly likely to bring building-destroying warbeasts from the depths.  &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Tomahawks or bola for combined melee/thrown arms.&lt;br /&gt;
&lt;br /&gt;
Freelancers to buy swords or guns, and prepare for raiding.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186197</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186197"/>
		<updated>2013-06-02T22:47:13Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  Keep in mind that Elves and Drow will strike from ambush, Dwarves and Humans may siege and wait you out for several months at a time, and Dwarves and Drow are fairly likely to bring building-destroying warbeasts from the depths.  &lt;br /&gt;
&lt;br /&gt;
Get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.  The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Tomahawks or bola for combined melee/thrown arms.&lt;br /&gt;
&lt;br /&gt;
Freelancers to buy swords or guns, and prepare for raiding.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186196</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186196"/>
		<updated>2013-06-02T22:36:13Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], &amp;lt;&amp;lt;Perplexing-complexity the Cleaver of Ignorance&amp;gt;&amp;gt;, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friendly and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too, although they have less unique stuff.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
&lt;br /&gt;
The set up of basic dormitories, dining, gathering and workshops is pretty similar to a new dwarven camp.  Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is a more efficient use of embark points than paying for leather or quivers directly.  &lt;br /&gt;
&lt;br /&gt;
Orcish leaders are organised a bit differently.  The scribe performs the job of both bookkeeper and manager, while the shaman performs the job of chief medical officer and psychologist.  They do expect fairly nice rooms for their trouble, and can issue mandates.  You can appoint extra orcs to these positions as the fort grows.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
Assuming your world has all of Dwarves, Humans, Elves and Drow enabled, your Orcish stronghold should prepare for serious attacks that could begin in the early part of Year Two!  At a bare minimum you should have some orcs prepared to join a warband, shields, and any fighting pets trained.  Some kind of palisade is useful even if it doesn't completely enclose your stronghold, to break the line of sight of enemy ranged units.  &lt;br /&gt;
&lt;br /&gt;
Keep in mind that Elves and Drow will strike from ambush, Dwarves and Humans may siege and wait you out for several months at a time, and Dwarves and Drow are fairly likely to bring building-destroying warbeasts from the depths.  &lt;br /&gt;
&lt;br /&gt;
Try to get some decent weapons for your warchief and any other valuable orcs.  Besides the normal path of smelting and forging metal, you can get the tribal warcrafter (along with an ashery and tanner) and make a few ironbone or bloodsteel weapons.  Uruks are strong enough to do damage even with a crude stone club.&lt;br /&gt;
&lt;br /&gt;
The fletcher workshop is also a good choice if you have some snaga, or other skilled archers.  This shop can make powerful composite bows and save on fuel by crafting arrows in batches.&lt;br /&gt;
&lt;br /&gt;
Tomahawks or bola for combined melee/thrown arms.&lt;br /&gt;
&lt;br /&gt;
Freelancers to buy swords or guns, and prepare for raiding.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186190</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186190"/>
		<updated>2013-06-02T19:05:26Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orcish tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186188</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186188"/>
		<updated>2013-06-02T08:22:24Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experienced Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186187</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186187"/>
		<updated>2013-06-02T07:53:09Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experience Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Olog (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186186</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186186"/>
		<updated>2013-06-02T07:52:40Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experience Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Ologs (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186185</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186185"/>
		<updated>2013-06-02T07:52:16Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Choosing Masterwork &amp;amp; World Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experience Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins, Wild Orcs and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant these in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Ologs (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186184</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186184"/>
		<updated>2013-06-02T07:51:30Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Choosing Masterwork &amp;amp; World Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experience Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will all be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
If enabled, Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and will have unique crates and blueprints to sell you, along with a nice selection of other goods.  Goblins tend to visit often with lots of cheap supplies that can help in the first year or two.  Wild Orcs and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant these in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Ologs (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186183</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186183"/>
		<updated>2013-06-02T07:43:42Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experience Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant these in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
Check your castes!  Common Orcs, Uruks, and Snaga can all handle most jobs interchangeably although you probably want to reserve any melee gear or skills for the Uruks.  If you happen to get a specialist orc or two in your embark crew, you might want to tailor your skill selection to their unique aptitudes: Dreamwalker (medical skills), Corsair (trade skills), Artisan (leather/bone/smithing), Ologs (stone).&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186182</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=186182"/>
		<updated>2013-06-02T07:33:21Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
[[Orc Fortress]] is a mode of the Masterwork mod.  Orcs are powerful warriors, but they will need all their skills to survive relentless attacks from the Elves, Dwarves, and Humans.  Orcs are equally at home in surface settlements or in deep strongholds.  [[Orcish workshops]] include tribal and artisinal crafting, mass production factories and pits of industry, and mystical places of power.  There are also a wide assortment of buildings that Orcs can only access after trading for the technology, or pillaging it from their enemies.  &lt;br /&gt;
&lt;br /&gt;
If you are an experience Dwarf Fortress player, this guide will hopefully tell you all you need to know to get started successfully leading the Orcs.  See also [http://www.bay12forums.com/smf/index.php?topic=122867.0 Ghoshash Snazaga], Perplexing-complexity the Cleaver of Ignorance, an Orc Fort tutorial community fort. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are survivors of hostile frontier lands, and can cultivate special [[Orcish plants]].  They grow in autumn and winter months.  These plants are a bit expensive to take on embark but it is worth considering; they do grow in tundra as well as other boreal biomes.  In taiga or temperate woodlands, you can plant these in an annual rotation along with another spring/summer crop.  &lt;br /&gt;
&lt;br /&gt;
Orcs have some unique animals: the orcish dire wolf is a good value for a hunting/war pet to embark with.  Other orcish pets include taiga sabrecats, which are powerful war beasts.  Arctic condors are useful for hunting, vermin control, or simply patrolling the skies for ambushes.  Steppe aurochs are an extra large cattle.&lt;br /&gt;
&lt;br /&gt;
It's pretty safe to embark without an anvil if you choose.  The tribal warcrafter and fletcher can make fine weapons without one, if needed, enough to get by for a year or two until the forges (or raiding docks) are online.  Picks, axes, food, and perhaps a bit of cloth or rope are still key to embark with, but don't stress too much about bringing lots of extra booze -- orcs don't generally need alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Guildhall&amp;diff=185716</id>
		<title>Masterwork:Guildhall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Guildhall&amp;diff=185716"/>
		<updated>2013-05-15T06:05:31Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:59, 6 May 2013 (UTC)}}&lt;br /&gt;
{{workshop|name=Guildhall|key=p|construction={{cvlinks|&lt;br /&gt;
* 8 [[Block]]s (non-economic)&lt;br /&gt;
* 6 [[Table]]s&lt;br /&gt;
* 6 [[Chair]]s&lt;br /&gt;
* 4 [[Cabinet]]s&lt;br /&gt;
* 4 [[Chest]]s&lt;br /&gt;
}}|construction_job=&lt;br /&gt;
* [[cv:Mason|Masonry]]&lt;br /&gt;
|use=&lt;br /&gt;
-&lt;br /&gt;
|production=&lt;br /&gt;
-&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==Guilds==&lt;br /&gt;
Guilds are dwarven castes with higher learn rates then normal dwarves. They learn all skills related to their guild twice as fast. There are 12 guilds in total, you can find more info on them in the &amp;quot;general changes&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Joining a guild costs 500 [[cv:coin|gold]] and 1 week of time. The dwarf will become a guild apprentice in that time and stay inside the workshop. He will then transform into a full guild member. Dwarves can also switch guilds or leave them.  To control which dwarves use the guild hall, you can employ a [[DF2012:Manager#Setting_workshop_profiles|workshop profile]] once your fortress has a manager ({{K|q}}uery the Guildhall, select workshop {{K|P}}rofile).&lt;br /&gt;
&lt;br /&gt;
Miners of the masons guild are more resistant to warpstone and coaldust. They can dig those without dying, at most they get sick from unstable warpstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Merchant's guild''' This dwarf is a member of the high and mighty merchant's guild. Controlling the flow of tradegoods and money all over the dwarven realm, each wealthy fortress will soon see the merchnt's guild arrive. It's members make excellent traders and bookkeepers, as well as ambassadors.&lt;br /&gt;
&lt;br /&gt;
*'''Carpenter's guild''' This dwarf has joined the guild of woodworkers, lumberjacks and bowyers. It's not the most popular guild among dwarves, since the work is mostly outdoors, but the factor that elves hate it with a passion makes more then up for it.&lt;br /&gt;
&lt;br /&gt;
*'''Mason's guild''' This dwarf is member of the most prominent of all dwarven guilds, the masons. Working with stone is an age old tradition among dwarven society and the mason's guild has honed this skill to perfection. Members learn masonry, engraving and mining, as well as skills like architecture and archeology.&lt;br /&gt;
&lt;br /&gt;
*'''Beast warden's guild''' This dwarf has joined the society of the beast wardens, a group of dwarves dedicated to the training and control of animals. While not recognized as a real guild be dwarven society, they do make excellent rangers, trappers and animal trainers. Building and maintaining insect hivestocks falls under their responsibility as well.&lt;br /&gt;
&lt;br /&gt;
*'''Smith's guild''' This dwarf is member of the second largest dwarven guild, the smiths. What they lack in numbers in comparison to the mason's guild, they make more then up with their dedication and skill in metalworks. They constantly tend to their furnaces or ovens and metal seems to bend to their will.&lt;br /&gt;
&lt;br /&gt;
*'''Jeweler's guild''' This dwarf has proven skill in the fine arts. The members of the jeweler's guild create the finest tradegoods, be it from gems or glass. They are in constant squabbel with the merchant's guild, which controls the taxes on said tradegoods.&lt;br /&gt;
&lt;br /&gt;
*'''Craftman's guild''' This dwarf is a member of the craftman's guild. Most artisans of the smaller industries fall under this category, be it working bone, leather or cloth. The guild even houses the few dwarven scribes and musicians that roam the realm.&lt;br /&gt;
&lt;br /&gt;
*'''Fisherman's guild''' This dwarf has joined the eccentric guild of fishers. Founded by the self-proclaimed king of the fishers, this guild is watched with distrust by other dwarves. How is sitting next to water, waiting for the fish to come to you a real profession? Regardless of what other dwarves think, the members of this guild have mastered the skill of the waiting game.&lt;br /&gt;
&lt;br /&gt;
*'''Farmer's guild''' This dwarf belongs to the guild of farmworkers, millers and cooks. They handle most of the food production, from planting crops and brewing them, over milking and cheesemaking, to butchery and cooking. A basic, but important factor of every fortress.&lt;br /&gt;
&lt;br /&gt;
*'''Healer's guild''' This dwarf is a member of the guild of healers. Mad butchers some might call them, but they do their best to patch unlucky dwarves back together. Enough dwarves owe their lifes to them to establish the healers as a valid, bonafide guild.&lt;br /&gt;
&lt;br /&gt;
*'''Engineer's guild''' This dwarf is a member of the guild of mechanics, machine operators and siege engineers. All things technical are governed by them. Without the engineer's guild fortresses would lack pumpstacks, trap hallways and other automated defenses. They even allow intrepid inventors to join their ranks.&lt;br /&gt;
&lt;br /&gt;
*'''Alchemist's guild'''This dwarf joined the ancient guild of alchemists. While alchemy itself is only a shadow of its former self, in these modern days the guild also welcomes chemists, poisoners and herbalists. There will always be fun about when dwarves handle explosives, acids and poisons, so the guild is blamed for most fortress accidents. And justly so, some might say.&lt;br /&gt;
&lt;br /&gt;
*'''Arcabe dwarf''' This dwarf bears a spark of magic in him. Either a rare natural occurence or an expansive magical experiment, either way it enables him to dip into the natural powers that surround us all. He can learn sorcery and the use of magic wands.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Guildhall&amp;diff=185715</id>
		<title>Masterwork:Guildhall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Guildhall&amp;diff=185715"/>
		<updated>2013-05-15T06:01:11Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Guilds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:59, 6 May 2013 (UTC)}}&lt;br /&gt;
{{workshop|name=Guildhall|key=p|construction={{cvlinks|&lt;br /&gt;
* 8 [[Block]]s (non-economic)&lt;br /&gt;
* 6 [[Table]]s&lt;br /&gt;
* 6 [[Chair]]s&lt;br /&gt;
* 4 [[Cabinet]]s&lt;br /&gt;
* 4 [[Chest]]s&lt;br /&gt;
}}|construction_job=&lt;br /&gt;
* [[cv:Mason|Masonry]]&lt;br /&gt;
|use=&lt;br /&gt;
-&lt;br /&gt;
|production=&lt;br /&gt;
-&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==Guilds==&lt;br /&gt;
Guilds are dwarven castes with higher learn rates then normal dwarves. They learn all skills related to their guild twice as fast. There are 12 guilds in total, you can find more info on them in the &amp;quot;general changes&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Joining a guild costs 500 [[cv:coin|gold]] and 1 week of time. The dwarf will become a guild apprentice in that time and stay inside the workshop. He will then transform into a full guild member. Dwarves can also switch guilds or leave them.  To control which dwarves use the guild hall, you can employ a workshop profile once your fortress has a manager ({{K|q}}uery the Guildhall, select workshop {{K|P}}rofile).&lt;br /&gt;
&lt;br /&gt;
Miners of the masons guild are more resistant to warpstone and coaldust. They can dig those without dying, at most they get sick from unstable warpstone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Merchant's guild''' This dwarf is a member of the high and mighty merchant's guild. Controlling the flow of tradegoods and money all over the dwarven realm, each wealthy fortress will soon see the merchnt's guild arrive. It's members make excellent traders and bookkeepers, as well as ambassadors.&lt;br /&gt;
&lt;br /&gt;
*'''Carpenter's guild''' This dwarf has joined the guild of woodworkers, lumberjacks and bowyers. It's not the most popular guild among dwarves, since the work is mostly outdoors, but the factor that elves hate it with a passion makes more then up for it.&lt;br /&gt;
&lt;br /&gt;
*'''Mason's guild''' This dwarf is member of the most prominent of all dwarven guilds, the masons. Working with stone is an age old tradition among dwarven society and the mason's guild has honed this skill to perfection. Members learn masonry, engraving and mining, as well as skills like architecture and archeology.&lt;br /&gt;
&lt;br /&gt;
*'''Beast warden's guild''' This dwarf has joined the society of the beast wardens, a group of dwarves dedicated to the training and control of animals. While not recognized as a real guild be dwarven society, they do make excellent rangers, trappers and animal trainers. Building and maintaining insect hivestocks falls under their responsibility as well.&lt;br /&gt;
&lt;br /&gt;
*'''Smith's guild''' This dwarf is member of the second largest dwarven guild, the smiths. What they lack in numbers in comparison to the mason's guild, they make more then up with their dedication and skill in metalworks. They constantly tend to their furnaces or ovens and metal seems to bend to their will.&lt;br /&gt;
&lt;br /&gt;
*'''Jeweler's guild''' This dwarf has proven skill in the fine arts. The members of the jeweler's guild create the finest tradegoods, be it from gems or glass. They are in constant squabbel with the merchant's guild, which controls the taxes on said tradegoods.&lt;br /&gt;
&lt;br /&gt;
*'''Craftman's guild''' This dwarf is a member of the craftman's guild. Most artisans of the smaller industries fall under this category, be it working bone, leather or cloth. The guild even houses the few dwarven scribes and musicians that roam the realm.&lt;br /&gt;
&lt;br /&gt;
*'''Fisherman's guild''' This dwarf has joined the eccentric guild of fishers. Founded by the self-proclaimed king of the fishers, this guild is watched with distrust by other dwarves. How is sitting next to water, waiting for the fish to come to you a real profession? Regardless of what other dwarves think, the members of this guild have mastered the skill of the waiting game.&lt;br /&gt;
&lt;br /&gt;
*'''Farmer's guild''' This dwarf belongs to the guild of farmworkers, millers and cooks. They handle most of the food production, from planting crops and brewing them, over milking and cheesemaking, to butchery and cooking. A basic, but important factor of every fortress.&lt;br /&gt;
&lt;br /&gt;
*'''Healer's guild''' This dwarf is a member of the guild of healers. Mad butchers some might call them, but they do their best to patch unlucky dwarves back together. Enough dwarves owe their lifes to them to establish the healers as a valid, bonafide guild.&lt;br /&gt;
&lt;br /&gt;
*'''Engineer's guild''' This dwarf is a member of the guild of mechanics, machine operators and siege engineers. All things technical are governed by them. Without the engineer's guild fortresses would lack pumpstacks, trap hallways and other automated defenses. They even allow intrepid inventors to join their ranks.&lt;br /&gt;
&lt;br /&gt;
*'''Alchemist's guild'''This dwarf joined the ancient guild of alchemists. While alchemy itself is only a shadow of its former self, in these modern days the guild also welcomes chemists, poisoners and herbalists. There will always be fun about when dwarves handle explosives, acids and poisons, so the guild is blamed for most fortress accidents. And justly so, some might say.&lt;br /&gt;
&lt;br /&gt;
*'''Arcabe dwarf''' This dwarf bears a spark of magic in him. Either a rare natural occurence or an expansive magical experiment, either way it enables him to dip into the natural powers that surround us all. He can learn sorcery and the use of magic wands.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_plants&amp;diff=185694</id>
		<title>Masterwork:Orcish plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_plants&amp;diff=185694"/>
		<updated>2013-05-13T20:37:06Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Orcish Plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs have cultivated several plants native to their wintery homelands.  They only grow above ground in Taiga, Tundra, Temperate Conifer Forest, and Temperate Wetland, and grow only in autumn and winter.  In some biomes it is possible to do a rotation with other crops planted in the spring.  Boreal plants generally have relatively high value products.  Icicle mint and bloodberry are combined at the Poisoner's Hut to make Pinkskin Bane poison.&lt;br /&gt;
&lt;br /&gt;
==Orcish Plants==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Value !! Grows !! Seasons !! Biome !! Eat/Cook !! Brew !! Products !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| wood stalk || 2 || 75 || All year || wet/dry not freezing || no/no || stalk whisky (2) || N/A || Process to wood at Tailor Hut&lt;br /&gt;
|-&lt;br /&gt;
| taiga pear || 4 || 75 || AUT &amp;amp; WIN || dry boreal* || Yes/Yes || orcish pear cider (4) || EXTRACT(Barrel): pear sauce (8) ||&lt;br /&gt;
|-&lt;br /&gt;
| icicle mint || 6 || 75 || AUT &amp;amp; WIN || wet boreal* || Yes/Yes || N/A || LEAF: icicle mint leaves (6) &amp;lt;br&amp;gt; EXTRACT(Flask): icicle mint oil (20) || Used in poisons&lt;br /&gt;
|- &lt;br /&gt;
| winter bloodberry || 4 || 75 || AUT &amp;amp; WIN || dry boreal* || Yes/Yes || N/A || DYE: scarlet bloodberry dye (24) &amp;lt;br&amp;gt; EXTRACT(Barrel): bloodberry jelly || Used in poisons&lt;br /&gt;
|-&lt;br /&gt;
| boreal tuber || 6 || 75 || AUT &amp;amp; WIN || wet/dry boreal* || No/Yes || orcish tuber vodka (6) || DYE: indigo tuber dye (30) || Vodka can be used in cooking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Orcish boreal plants have the biome:  Above ground in Taiga, Tundra, Temperate Conifer Forest, and Temperate Wetland.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185693</id>
		<title>Masterwork:Orcish Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185693"/>
		<updated>2013-05-13T20:32:48Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Sub-orcish Primitives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more orcish civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. &lt;br /&gt;
&lt;br /&gt;
When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength. &lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!  &lt;br /&gt;
&lt;br /&gt;
== Suggested World Civilization Groupings ==&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Basic ===&lt;br /&gt;
* Get off to a strong start with some early help from greenskin cousins&lt;br /&gt;
&lt;br /&gt;
Enemies: Dwarves, Elves, Tigermen, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends: Goblins&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Classic===&lt;br /&gt;
* Prepare to fight for survival against irregular ambush and siege warfare&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Humans, Elves, Drow, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  -none-&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Defense ===&lt;br /&gt;
* Match brute strength and engineering skill against assaults from more straightforwardly aggressive enemies&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Elves, Automatons, Serpentmen, Tigermen, Badgermen, Pandashi, Minotaurii, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  (Choose any 2)&lt;br /&gt;
&lt;br /&gt;
===Age of the Taiga-Orcs===&lt;br /&gt;
* Still plenty of action, but lower overall difficulty for project forts.  One caravan will visit you every season.&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs&lt;br /&gt;
&lt;br /&gt;
Friends:  Human bandits, Elven rebels, Deep Drow&lt;br /&gt;
&lt;br /&gt;
==Enemy Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Early Dangers &amp;amp; Ambushes===&lt;br /&gt;
&lt;br /&gt;
ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.&lt;br /&gt;
&lt;br /&gt;
DROW will also ambush you, maybe not quite as early.  Make sure to secure entrances with something stronger than a door, because they often have deadly building-destroying Voracious Cave Crawlers, or other nasty underground warbeasts like Jabberers.  VCCs can be very dangerous to unskilled militia or civilians, but fall easily enough to archers. &lt;br /&gt;
&lt;br /&gt;
===Siegers===&lt;br /&gt;
&lt;br /&gt;
DWARF squads will often wait out and siege your fort. After a few seasons of beating elves to death with their own tiaras, you'll feel that Taiga Orcs are more than a match for the Free Peoples, and be ready to just throw the gates open and meet them in honorable melee.  Before this, check their armament. The quality of both Dwarf and Human squads depends a lot on what kind of gear and warbeasts they bring.  Dwarves have access to heavy armor and excellent materials, martial trances make their weaponmasters deadly, and a few castes like Legion dwarves are tough enough to go toe to toe with your Uruks.  The majority of standard orcish weapons like axes, swords, and jagged arrows are slashing type, so until you have advanced materials you may have trouble punching through heavy armor or even golem's armor plating.  Try to get some guns, damascene weapons, upgraded bows or enchanted arrows, or simply mix in some blunt/piercing melee weapons.&lt;br /&gt;
&lt;br /&gt;
HUMANS carry gunpowder weapons and cannons in particular can be deadly. Decent armor might keep you alive, but you'll prefer block and dodge to avoid gunshot wounds entirely and stay on your feet.  If you normally play more engineering/defensively, note that Dwarf and Human sieges can last a very long time and may (or, may not ^^) ignore open gates into your base. Once you know where they are likely to camp you might want to set up towers, ballistae, tramcart weapons, cave in traps, magma landmines, an obsidianizer, some Flachette gun traps loaded up with poison darts, a refuse pile filled with dead jabberers ready to cast Raise Dead upon, or just some plain old weapon &amp;amp; cage traps ahead of their next visit. &lt;br /&gt;
&lt;br /&gt;
===Sub-orcish Primitives===&lt;br /&gt;
&lt;br /&gt;
GNOMES, despite their supposed technological wizardry, are laughably weak enemies, although they may pose some minor danger to an unprepared clan with their gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
TIGERMEN are a limited threat because of their poor access to armor and materials, but fight valiantly in a melee, being savage and somewhat larger in build than any orc.  When defeated they are a pretty good source of copper, and of course, tiger leather pelts.&lt;br /&gt;
&lt;br /&gt;
TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat.  If you attempt a cavern embark then be prepared, they may siege from the underground fairly early.&lt;br /&gt;
&lt;br /&gt;
ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them.  However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months.  Some castes can fly.&lt;br /&gt;
&lt;br /&gt;
FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy other early enemies like Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.&lt;br /&gt;
&lt;br /&gt;
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages.  They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters.&lt;br /&gt;
&lt;br /&gt;
===Other Worthy Enemies===&lt;br /&gt;
&lt;br /&gt;
BADGERMEN are as large as an Uruk, have good weapons, can enter a berserk state, and sometimes bring dangerous &amp;quot;dwarflike&amp;quot; pets like Cave crawlers and prototype golems.  However, they're vulnerable to traps.  They are a pretty good opponent for a &amp;quot;fair fight&amp;quot; against orcish squads. &lt;br /&gt;
&lt;br /&gt;
PANDASHII are a powerful enemy, just a bit larger than Uruks, but with excellent natural melee skills, avoid traps, and ambush.&lt;br /&gt;
&lt;br /&gt;
RAPTORMEN are about the same size as Orcs, and mostly notable for being amphibious and able to pick locked doors.&lt;br /&gt;
&lt;br /&gt;
AUTOMATONS will also be hostile.  As in Dwarf mode, they are organized into specialized models which each have high degree of mastery of a particular skill.  Their metallic skin may provide some proof against jagged arrows.&lt;br /&gt;
&lt;br /&gt;
HARPIES are about the same size as Orcs, and can fly.&lt;br /&gt;
&lt;br /&gt;
MINOTAURS are about 3 times the size of an Orc, have good natural skills, can forge steel, and are building destroyers.&lt;br /&gt;
&lt;br /&gt;
JOTUNAR lack the hard-as-steel icy skin and elite weapon skills of Masterwork Frost Giants, but whatever they lack, they make up for it in raw size and power.  The smallest caste of Jotun are still 10x larger than a Frost Giant, or roughly 80x larger than an Orc.  Of course, this doesn't make them invincible; after all elephants are almost so big too.  What makes them invincible is the kits of steel gear and ability to wield fire magic.&lt;br /&gt;
&lt;br /&gt;
==Potential Allies==&lt;br /&gt;
&lt;br /&gt;
ELVEN ASHLANDER glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.  They will bring for trade the blueprints for glassblowers shops, crates of raw moonstone required for crafting weapons-grade ashland glass, spellswords' tomes filled with reality-bending spells, and healing tomes filled with beneficial magics.&lt;br /&gt;
&lt;br /&gt;
DEEP DROW traders occassionally venture to the surface world to barter mysterious goods from the underdark.  They will bring blueprints for the Nethermill, crates of raw netherwood and devilthorn for the mill, destruction tomes filled with elemental spells, along with bloodsteel, ironbone, and fine silk from the depths.&lt;br /&gt;
&lt;br /&gt;
HUMAN BANDITS make good allies for gunner-warbands; they will bring gun ammo, bronze, iron, and blueprints for the Buccaneer's Tavern.&lt;br /&gt;
&lt;br /&gt;
CHAOS DWARVEN LEGION are bound by strange and terrible oaths to a dark aspect of the blood god Armok. Their traders will bring some advanced metals like patternwelded wolfram and steel, trap components and engineering supplies, and blueprints for the Legion auxilla outpost, as well as the dark magic contained in the legion arcanii tome.&lt;br /&gt;
&lt;br /&gt;
GOBLINS will visit multiple times per year, bringing lots of low-grade basic supplies like cloth, rusty iron bars, and cheap weapons, cages, and misc goods.  This kind of mundane stuff can make all the difference in early years -- you'd much rather face down a murderous elf assassin with a rusty iron flail than with nothing!  They sometimes also bring goblin tinker type stuff such as prototype golems and turrets.&lt;br /&gt;
&lt;br /&gt;
WILD ORCS don't have the same quality of gear as the taiga clans.  They can be decent trade partners at times, but since they tend to come at the same time as the home caravan, their usefulness is limited.&lt;br /&gt;
&lt;br /&gt;
FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram.&lt;br /&gt;
&lt;br /&gt;
WARLOCKS don't make good allies, due to their bizarre and warlike ethics, and an unstable and dangerous relationship with magic.&lt;br /&gt;
&lt;br /&gt;
== Multi-playable Civ Worlds ==&lt;br /&gt;
&lt;br /&gt;
Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable.&lt;br /&gt;
&lt;br /&gt;
* Decide whether you want an Orcish or Dwarven world (this has some minor effects like, which &amp;quot;extended domestic animals&amp;quot; and plants exist in the world, e.g. Taiga Sabrecats vs. Shaggy Badgerdogs)&lt;br /&gt;
* Select all your MDF settings in the launcher as normal&lt;br /&gt;
* Open up the other race's Entity file and uncomment the line &amp;quot;[CIV_CONTROLLABLE]&amp;quot;.  Keep a backup copy of the original file is advised (if you ever want to go back to default behaviour).&lt;br /&gt;
* Gen a new world&lt;br /&gt;
* On embark, you'll have both kinds of civs to choose from.  If you can't tell which is which, tab over to the &amp;quot;Neighbors&amp;quot; tab -- your race will always be at the top.  Also the Dwarven civs will be named e.g. &amp;quot;The Hammers of Manufacturing&amp;quot; and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. &amp;quot;The Twilight Rending of Despair&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185690</id>
		<title>Masterwork:Orcish Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185690"/>
		<updated>2013-05-13T20:19:02Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Potential Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more orcish civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. &lt;br /&gt;
&lt;br /&gt;
When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength. &lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!  &lt;br /&gt;
&lt;br /&gt;
== Suggested World Civilization Groupings ==&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Basic ===&lt;br /&gt;
* Get off to a strong start with some early help from greenskin cousins&lt;br /&gt;
&lt;br /&gt;
Enemies: Dwarves, Elves, Tigermen, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends: Goblins&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Classic===&lt;br /&gt;
* Prepare to fight for survival against irregular ambush and siege warfare&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Humans, Elves, Drow, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  -none-&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Defense ===&lt;br /&gt;
* Match brute strength and engineering skill against assaults from more straightforwardly aggressive enemies&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Elves, Automatons, Serpentmen, Tigermen, Badgermen, Pandashi, Minotaurii, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  (Choose any 2)&lt;br /&gt;
&lt;br /&gt;
===Age of the Taiga-Orcs===&lt;br /&gt;
* Still plenty of action, but lower overall difficulty for project forts.  One caravan will visit you every season.&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs&lt;br /&gt;
&lt;br /&gt;
Friends:  Human bandits, Elven rebels, Deep Drow&lt;br /&gt;
&lt;br /&gt;
==Enemy Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Early Dangers &amp;amp; Ambushes===&lt;br /&gt;
&lt;br /&gt;
ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.&lt;br /&gt;
&lt;br /&gt;
DROW will also ambush you, maybe not quite as early.  Make sure to secure entrances with something stronger than a door, because they often have deadly building-destroying Voracious Cave Crawlers, or other nasty underground warbeasts like Jabberers.  VCCs can be very dangerous to unskilled militia or civilians, but fall easily enough to archers. &lt;br /&gt;
&lt;br /&gt;
===Siegers===&lt;br /&gt;
&lt;br /&gt;
DWARF squads will often wait out and siege your fort. After a few seasons of beating elves to death with their own tiaras, you'll feel that Taiga Orcs are more than a match for the Free Peoples, and be ready to just throw the gates open and meet them in honorable melee.  Before this, check their armament. The quality of both Dwarf and Human squads depends a lot on what kind of gear and warbeasts they bring.  Dwarves have access to heavy armor and excellent materials, martial trances make their weaponmasters deadly, and a few castes like Legion dwarves are tough enough to go toe to toe with your Uruks.  The majority of standard orcish weapons like axes, swords, and jagged arrows are slashing type, so until you have advanced materials you may have trouble punching through heavy armor or even golem's armor plating.  Try to get some guns, damascene weapons, upgraded bows or enchanted arrows, or simply mix in some blunt/piercing melee weapons.&lt;br /&gt;
&lt;br /&gt;
HUMANS carry gunpowder weapons and cannons in particular can be deadly. Decent armor might keep you alive, but you'll prefer block and dodge to avoid gunshot wounds entirely and stay on your feet.  If you normally play more engineering/defensively, note that Dwarf and Human sieges can last a very long time and may (or, may not ^^) ignore open gates into your base. Once you know where they are likely to camp you might want to set up towers, ballistae, tramcart weapons, cave in traps, magma landmines, an obsidianizer, some Flachette gun traps loaded up with poison darts, a refuse pile filled with dead jabberers ready to cast Raise Dead upon, or just some plain old weapon &amp;amp; cage traps ahead of their next visit. &lt;br /&gt;
&lt;br /&gt;
===Sub-orcish Primitives===&lt;br /&gt;
&lt;br /&gt;
GNOMES, despite their supposed technological wizardry, are laughably weak enemies, although they may pose some minor danger to an unprepared clan with their gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
TIGERMEN are a limited threat because of their poor access to armor and materials, but fight valiantly in a melee, being savage and somewhat larger in build than any orc.  When defeated they are a pretty good source of copper, and of course, tiger leather pelts.&lt;br /&gt;
&lt;br /&gt;
TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat.  If you attempt a cavern embark then be prepared, they may siege from the underground fairly early.&lt;br /&gt;
&lt;br /&gt;
ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them.  However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months.&lt;br /&gt;
&lt;br /&gt;
FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy other early enemies like Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.&lt;br /&gt;
&lt;br /&gt;
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages.  They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters.&lt;br /&gt;
&lt;br /&gt;
===Other Worthy Enemies===&lt;br /&gt;
&lt;br /&gt;
BADGERMEN are as large as an Uruk, have good weapons, can enter a berserk state, and sometimes bring dangerous &amp;quot;dwarflike&amp;quot; pets like Cave crawlers and prototype golems.  However, they're vulnerable to traps.  They are a pretty good opponent for a &amp;quot;fair fight&amp;quot; against orcish squads. &lt;br /&gt;
&lt;br /&gt;
PANDASHII are a powerful enemy, just a bit larger than Uruks, but with excellent natural melee skills, avoid traps, and ambush.&lt;br /&gt;
&lt;br /&gt;
RAPTORMEN are about the same size as Orcs, and mostly notable for being amphibious and able to pick locked doors.&lt;br /&gt;
&lt;br /&gt;
AUTOMATONS will also be hostile.  As in Dwarf mode, they are organized into specialized models which each have high degree of mastery of a particular skill.  Their metallic skin may provide some proof against jagged arrows.&lt;br /&gt;
&lt;br /&gt;
HARPIES are about the same size as Orcs, and can fly.&lt;br /&gt;
&lt;br /&gt;
MINOTAURS are about 3 times the size of an Orc, have good natural skills, can forge steel, and are building destroyers.&lt;br /&gt;
&lt;br /&gt;
JOTUNAR lack the hard-as-steel icy skin and elite weapon skills of Masterwork Frost Giants, but whatever they lack, they make up for it in raw size and power.  The smallest caste of Jotun are still 10x larger than a Frost Giant, or roughly 80x larger than an Orc.  Of course, this doesn't make them invincible; after all elephants are almost so big too.  What makes them invincible is the kits of steel gear and ability to wield fire magic.&lt;br /&gt;
&lt;br /&gt;
==Potential Allies==&lt;br /&gt;
&lt;br /&gt;
ELVEN ASHLANDER glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.  They will bring for trade the blueprints for glassblowers shops, crates of raw moonstone required for crafting weapons-grade ashland glass, spellswords' tomes filled with reality-bending spells, and healing tomes filled with beneficial magics.&lt;br /&gt;
&lt;br /&gt;
DEEP DROW traders occassionally venture to the surface world to barter mysterious goods from the underdark.  They will bring blueprints for the Nethermill, crates of raw netherwood and devilthorn for the mill, destruction tomes filled with elemental spells, along with bloodsteel, ironbone, and fine silk from the depths.&lt;br /&gt;
&lt;br /&gt;
HUMAN BANDITS make good allies for gunner-warbands; they will bring gun ammo, bronze, iron, and blueprints for the Buccaneer's Tavern.&lt;br /&gt;
&lt;br /&gt;
CHAOS DWARVEN LEGION are bound by strange and terrible oaths to a dark aspect of the blood god Armok. Their traders will bring some advanced metals like patternwelded wolfram and steel, trap components and engineering supplies, and blueprints for the Legion auxilla outpost, as well as the dark magic contained in the legion arcanii tome.&lt;br /&gt;
&lt;br /&gt;
GOBLINS will visit multiple times per year, bringing lots of low-grade basic supplies like cloth, rusty iron bars, and cheap weapons, cages, and misc goods.  This kind of mundane stuff can make all the difference in early years -- you'd much rather face down a murderous elf assassin with a rusty iron flail than with nothing!  They sometimes also bring goblin tinker type stuff such as prototype golems and turrets.&lt;br /&gt;
&lt;br /&gt;
WILD ORCS don't have the same quality of gear as the taiga clans.  They can be decent trade partners at times, but since they tend to come at the same time as the home caravan, their usefulness is limited.&lt;br /&gt;
&lt;br /&gt;
FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram.&lt;br /&gt;
&lt;br /&gt;
WARLOCKS don't make good allies, due to their bizarre and warlike ethics, and an unstable and dangerous relationship with magic.&lt;br /&gt;
&lt;br /&gt;
== Multi-playable Civ Worlds ==&lt;br /&gt;
&lt;br /&gt;
Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable.&lt;br /&gt;
&lt;br /&gt;
* Decide whether you want an Orcish or Dwarven world (this has some minor effects like, which &amp;quot;extended domestic animals&amp;quot; and plants exist in the world, e.g. Taiga Sabrecats vs. Shaggy Badgerdogs)&lt;br /&gt;
* Select all your MDF settings in the launcher as normal&lt;br /&gt;
* Open up the other race's Entity file and uncomment the line &amp;quot;[CIV_CONTROLLABLE]&amp;quot;.  Keep a backup copy of the original file is advised (if you ever want to go back to default behaviour).&lt;br /&gt;
* Gen a new world&lt;br /&gt;
* On embark, you'll have both kinds of civs to choose from.  If you can't tell which is which, tab over to the &amp;quot;Neighbors&amp;quot; tab -- your race will always be at the top.  Also the Dwarven civs will be named e.g. &amp;quot;The Hammers of Manufacturing&amp;quot; and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. &amp;quot;The Twilight Rending of Despair&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185688</id>
		<title>Masterwork:Orcish Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185688"/>
		<updated>2013-05-13T20:15:17Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Sub-orcish Primitives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more orcish civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. &lt;br /&gt;
&lt;br /&gt;
When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength. &lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!  &lt;br /&gt;
&lt;br /&gt;
== Suggested World Civilization Groupings ==&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Basic ===&lt;br /&gt;
* Get off to a strong start with some early help from greenskin cousins&lt;br /&gt;
&lt;br /&gt;
Enemies: Dwarves, Elves, Tigermen, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends: Goblins&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Classic===&lt;br /&gt;
* Prepare to fight for survival against irregular ambush and siege warfare&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Humans, Elves, Drow, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  -none-&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Defense ===&lt;br /&gt;
* Match brute strength and engineering skill against assaults from more straightforwardly aggressive enemies&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Elves, Automatons, Serpentmen, Tigermen, Badgermen, Pandashi, Minotaurii, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  (Choose any 2)&lt;br /&gt;
&lt;br /&gt;
===Age of the Taiga-Orcs===&lt;br /&gt;
* Still plenty of action, but lower overall difficulty for project forts.  One caravan will visit you every season.&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs&lt;br /&gt;
&lt;br /&gt;
Friends:  Human bandits, Elven rebels, Deep Drow&lt;br /&gt;
&lt;br /&gt;
==Enemy Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Early Dangers &amp;amp; Ambushes===&lt;br /&gt;
&lt;br /&gt;
ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.&lt;br /&gt;
&lt;br /&gt;
DROW will also ambush you, maybe not quite as early.  Make sure to secure entrances with something stronger than a door, because they often have deadly building-destroying Voracious Cave Crawlers, or other nasty underground warbeasts like Jabberers.  VCCs can be very dangerous to unskilled militia or civilians, but fall easily enough to archers. &lt;br /&gt;
&lt;br /&gt;
===Siegers===&lt;br /&gt;
&lt;br /&gt;
DWARF squads will often wait out and siege your fort. After a few seasons of beating elves to death with their own tiaras, you'll feel that Taiga Orcs are more than a match for the Free Peoples, and be ready to just throw the gates open and meet them in honorable melee.  Before this, check their armament. The quality of both Dwarf and Human squads depends a lot on what kind of gear and warbeasts they bring.  Dwarves have access to heavy armor and excellent materials, martial trances make their weaponmasters deadly, and a few castes like Legion dwarves are tough enough to go toe to toe with your Uruks.  The majority of standard orcish weapons like axes, swords, and jagged arrows are slashing type, so until you have advanced materials you may have trouble punching through heavy armor or even golem's armor plating.  Try to get some guns, damascene weapons, upgraded bows or enchanted arrows, or simply mix in some blunt/piercing melee weapons.&lt;br /&gt;
&lt;br /&gt;
HUMANS carry gunpowder weapons and cannons in particular can be deadly. Decent armor might keep you alive, but you'll prefer block and dodge to avoid gunshot wounds entirely and stay on your feet.  If you normally play more engineering/defensively, note that Dwarf and Human sieges can last a very long time and may (or, may not ^^) ignore open gates into your base. Once you know where they are likely to camp you might want to set up towers, ballistae, tramcart weapons, cave in traps, magma landmines, an obsidianizer, some Flachette gun traps loaded up with poison darts, a refuse pile filled with dead jabberers ready to cast Raise Dead upon, or just some plain old weapon &amp;amp; cage traps ahead of their next visit. &lt;br /&gt;
&lt;br /&gt;
===Sub-orcish Primitives===&lt;br /&gt;
&lt;br /&gt;
GNOMES, despite their supposed technological wizardry, are laughably weak enemies, although they may pose some minor danger to an unprepared clan with their gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
TIGERMEN are a limited threat because of their poor access to armor and materials, but fight valiantly in a melee, being savage and somewhat larger in build than any orc.  When defeated they are a pretty good source of copper, and of course, tiger leather pelts.&lt;br /&gt;
&lt;br /&gt;
TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat.  If you attempt a cavern embark then be prepared, they may siege from the underground fairly early.&lt;br /&gt;
&lt;br /&gt;
ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them.  However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months.&lt;br /&gt;
&lt;br /&gt;
FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy other early enemies like Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.&lt;br /&gt;
&lt;br /&gt;
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages.  They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters.&lt;br /&gt;
&lt;br /&gt;
===Other Worthy Enemies===&lt;br /&gt;
&lt;br /&gt;
BADGERMEN are as large as an Uruk, have good weapons, can enter a berserk state, and sometimes bring dangerous &amp;quot;dwarflike&amp;quot; pets like Cave crawlers and prototype golems.  However, they're vulnerable to traps.  They are a pretty good opponent for a &amp;quot;fair fight&amp;quot; against orcish squads. &lt;br /&gt;
&lt;br /&gt;
PANDASHII are a powerful enemy, just a bit larger than Uruks, but with excellent natural melee skills, avoid traps, and ambush.&lt;br /&gt;
&lt;br /&gt;
RAPTORMEN are about the same size as Orcs, and mostly notable for being amphibious and able to pick locked doors.&lt;br /&gt;
&lt;br /&gt;
AUTOMATONS will also be hostile.  As in Dwarf mode, they are organized into specialized models which each have high degree of mastery of a particular skill.  Their metallic skin may provide some proof against jagged arrows.&lt;br /&gt;
&lt;br /&gt;
HARPIES are about the same size as Orcs, and can fly.&lt;br /&gt;
&lt;br /&gt;
MINOTAURS are about 3 times the size of an Orc, have good natural skills, can forge steel, and are building destroyers.&lt;br /&gt;
&lt;br /&gt;
JOTUNAR lack the hard-as-steel icy skin and elite weapon skills of Masterwork Frost Giants, but whatever they lack, they make up for it in raw size and power.  The smallest caste of Jotun are still 10x larger than a Frost Giant, or roughly 80x larger than an Orc.  Of course, this doesn't make them invincible; after all elephants are almost so big too.  What makes them invincible is the kits of steel gear and ability to wield fire magic.&lt;br /&gt;
&lt;br /&gt;
==Potential Allies==&lt;br /&gt;
&lt;br /&gt;
ELVEN ASHLANDER glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.  They will bring for trade the blueprints for glassblowers shops, crates of raw moonstone required for crafting weapons-grade ashland glass, spellswords' tomes filled with reality-bending spells, and healing tomes filled with beneficial magics.&lt;br /&gt;
&lt;br /&gt;
DEEP DROW traders occassionally venture to the surface world to barter mysterious goods from the underdark.  They will bring blueprints for the Nethermill, crates of raw netherwood and devilthorn for the mill, destruction tomes filled with elemental spells, along with bloodsteel, ironbone, and fine silk from the depths.&lt;br /&gt;
&lt;br /&gt;
HUMAN BANDITS make good allies for gunner-warbands; they will bring gun ammo, bronze, iron, and blueprints for the Buccaneer's Tavern.&lt;br /&gt;
&lt;br /&gt;
CHAOS DWARVEN LEGION are bound by strange and terrible oaths to a dark aspect of the blood god Armok. Their traders will bring some advanced metals like patternwelded wolfram and steel, trap components and engineering supplies, and blueprints for the Legion auxilla outpost, as well as the dark magic contained in the legion arcanii tome.&lt;br /&gt;
&lt;br /&gt;
GOBLINS will visit multiple times per year, bringing lots of low-grade basic supplies like cloth, rusty iron bars, and cheap weapons, cages, and misc goods.  This kind of mundane stuff can make all the difference in early years -- you'd much rather face down a murderous elf assassin with a rusty iron flail than with nothing!  They sometimes also bring goblin tinker type stuff such as prototype golems and turrets.&lt;br /&gt;
&lt;br /&gt;
WILD ORCS don't have the same quality of gear as the taiga clans.  They can be decent trade partners at times, but since they tend to come at the same time as the home caravan, their usefulness is limited.&lt;br /&gt;
&lt;br /&gt;
FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram.&lt;br /&gt;
&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.&lt;br /&gt;
&lt;br /&gt;
== Multi-playable Civ Worlds ==&lt;br /&gt;
&lt;br /&gt;
Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable.&lt;br /&gt;
&lt;br /&gt;
* Decide whether you want an Orcish or Dwarven world (this has some minor effects like, which &amp;quot;extended domestic animals&amp;quot; and plants exist in the world, e.g. Taiga Sabrecats vs. Shaggy Badgerdogs)&lt;br /&gt;
* Select all your MDF settings in the launcher as normal&lt;br /&gt;
* Open up the other race's Entity file and uncomment the line &amp;quot;[CIV_CONTROLLABLE]&amp;quot;.  Keep a backup copy of the original file is advised (if you ever want to go back to default behaviour).&lt;br /&gt;
* Gen a new world&lt;br /&gt;
* On embark, you'll have both kinds of civs to choose from.  If you can't tell which is which, tab over to the &amp;quot;Neighbors&amp;quot; tab -- your race will always be at the top.  Also the Dwarven civs will be named e.g. &amp;quot;The Hammers of Manufacturing&amp;quot; and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. &amp;quot;The Twilight Rending of Despair&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185687</id>
		<title>Masterwork:Orcish Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185687"/>
		<updated>2013-05-13T20:14:03Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Age of the Taiga-Orcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more orcish civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. &lt;br /&gt;
&lt;br /&gt;
When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength. &lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!  &lt;br /&gt;
&lt;br /&gt;
== Suggested World Civilization Groupings ==&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Basic ===&lt;br /&gt;
* Get off to a strong start with some early help from greenskin cousins&lt;br /&gt;
&lt;br /&gt;
Enemies: Dwarves, Elves, Tigermen, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends: Goblins&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Classic===&lt;br /&gt;
* Prepare to fight for survival against irregular ambush and siege warfare&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Humans, Elves, Drow, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  -none-&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Defense ===&lt;br /&gt;
* Match brute strength and engineering skill against assaults from more straightforwardly aggressive enemies&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Elves, Automatons, Serpentmen, Tigermen, Badgermen, Pandashi, Minotaurii, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  (Choose any 2)&lt;br /&gt;
&lt;br /&gt;
===Age of the Taiga-Orcs===&lt;br /&gt;
* Still plenty of action, but lower overall difficulty for project forts.  One caravan will visit you every season.&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs&lt;br /&gt;
&lt;br /&gt;
Friends:  Human bandits, Elven rebels, Deep Drow&lt;br /&gt;
&lt;br /&gt;
==Enemy Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Early Dangers &amp;amp; Ambushes===&lt;br /&gt;
&lt;br /&gt;
ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.&lt;br /&gt;
&lt;br /&gt;
DROW will also ambush you, maybe not quite as early.  Make sure to secure entrances with something stronger than a door, because they often have deadly building-destroying Voracious Cave Crawlers, or other nasty underground warbeasts like Jabberers.  VCCs can be very dangerous to unskilled militia or civilians, but fall easily enough to archers. &lt;br /&gt;
&lt;br /&gt;
===Siegers===&lt;br /&gt;
&lt;br /&gt;
DWARF squads will often wait out and siege your fort. After a few seasons of beating elves to death with their own tiaras, you'll feel that Taiga Orcs are more than a match for the Free Peoples, and be ready to just throw the gates open and meet them in honorable melee.  Before this, check their armament. The quality of both Dwarf and Human squads depends a lot on what kind of gear and warbeasts they bring.  Dwarves have access to heavy armor and excellent materials, martial trances make their weaponmasters deadly, and a few castes like Legion dwarves are tough enough to go toe to toe with your Uruks.  The majority of standard orcish weapons like axes, swords, and jagged arrows are slashing type, so until you have advanced materials you may have trouble punching through heavy armor or even golem's armor plating.  Try to get some guns, damascene weapons, upgraded bows or enchanted arrows, or simply mix in some blunt/piercing melee weapons.&lt;br /&gt;
&lt;br /&gt;
HUMANS carry gunpowder weapons and cannons in particular can be deadly. Decent armor might keep you alive, but you'll prefer block and dodge to avoid gunshot wounds entirely and stay on your feet.  If you normally play more engineering/defensively, note that Dwarf and Human sieges can last a very long time and may (or, may not ^^) ignore open gates into your base. Once you know where they are likely to camp you might want to set up towers, ballistae, tramcart weapons, cave in traps, magma landmines, an obsidianizer, some Flachette gun traps loaded up with poison darts, a refuse pile filled with dead jabberers ready to cast Raise Dead upon, or just some plain old weapon &amp;amp; cage traps ahead of their next visit. &lt;br /&gt;
&lt;br /&gt;
===Sub-orcish Primitives===&lt;br /&gt;
&lt;br /&gt;
GNOMES, despite their supposed technological wizardry, are laughably weak enemies, although they may pose some minor danger to an unprepared clan with their gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
TIGERMEN are a limited threat because of their poor access to armor and materials, but fight valiantly in a melee, being savage and somewhat larger in build than any orc.  When defeated they are a pretty good source of copper, and of course, tiger leather pelts.&lt;br /&gt;
&lt;br /&gt;
TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat.  If you attempt a cavern embark then be prepared, they may siege from the underground fairly early.&lt;br /&gt;
&lt;br /&gt;
ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them.  However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months.&lt;br /&gt;
&lt;br /&gt;
FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy early enemies Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.&lt;br /&gt;
&lt;br /&gt;
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages.  They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters.&lt;br /&gt;
&lt;br /&gt;
===Other Worthy Enemies===&lt;br /&gt;
&lt;br /&gt;
BADGERMEN are as large as an Uruk, have good weapons, can enter a berserk state, and sometimes bring dangerous &amp;quot;dwarflike&amp;quot; pets like Cave crawlers and prototype golems.  However, they're vulnerable to traps.  They are a pretty good opponent for a &amp;quot;fair fight&amp;quot; against orcish squads. &lt;br /&gt;
&lt;br /&gt;
PANDASHII are a powerful enemy, just a bit larger than Uruks, but with excellent natural melee skills, avoid traps, and ambush.&lt;br /&gt;
&lt;br /&gt;
RAPTORMEN are about the same size as Orcs, and mostly notable for being amphibious and able to pick locked doors.&lt;br /&gt;
&lt;br /&gt;
AUTOMATONS will also be hostile.  As in Dwarf mode, they are organized into specialized models which each have high degree of mastery of a particular skill.  Their metallic skin may provide some proof against jagged arrows.&lt;br /&gt;
&lt;br /&gt;
HARPIES are about the same size as Orcs, and can fly.&lt;br /&gt;
&lt;br /&gt;
MINOTAURS are about 3 times the size of an Orc, have good natural skills, can forge steel, and are building destroyers.&lt;br /&gt;
&lt;br /&gt;
JOTUNAR lack the hard-as-steel icy skin and elite weapon skills of Masterwork Frost Giants, but whatever they lack, they make up for it in raw size and power.  The smallest caste of Jotun are still 10x larger than a Frost Giant, or roughly 80x larger than an Orc.  Of course, this doesn't make them invincible; after all elephants are almost so big too.  What makes them invincible is the kits of steel gear and ability to wield fire magic.&lt;br /&gt;
&lt;br /&gt;
==Potential Allies==&lt;br /&gt;
&lt;br /&gt;
ELVEN ASHLANDER glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.  They will bring for trade the blueprints for glassblowers shops, crates of raw moonstone required for crafting weapons-grade ashland glass, spellswords' tomes filled with reality-bending spells, and healing tomes filled with beneficial magics.&lt;br /&gt;
&lt;br /&gt;
DEEP DROW traders occassionally venture to the surface world to barter mysterious goods from the underdark.  They will bring blueprints for the Nethermill, crates of raw netherwood and devilthorn for the mill, destruction tomes filled with elemental spells, along with bloodsteel, ironbone, and fine silk from the depths.&lt;br /&gt;
&lt;br /&gt;
HUMAN BANDITS make good allies for gunner-warbands; they will bring gun ammo, bronze, iron, and blueprints for the Buccaneer's Tavern.&lt;br /&gt;
&lt;br /&gt;
CHAOS DWARVEN LEGION are bound by strange and terrible oaths to a dark aspect of the blood god Armok. Their traders will bring some advanced metals like patternwelded wolfram and steel, trap components and engineering supplies, and blueprints for the Legion auxilla outpost, as well as the dark magic contained in the legion arcanii tome.&lt;br /&gt;
&lt;br /&gt;
GOBLINS will visit multiple times per year, bringing lots of low-grade basic supplies like cloth, rusty iron bars, and cheap weapons, cages, and misc goods.  This kind of mundane stuff can make all the difference in early years -- you'd much rather face down a murderous elf assassin with a rusty iron flail than with nothing!  They sometimes also bring goblin tinker type stuff such as prototype golems and turrets.&lt;br /&gt;
&lt;br /&gt;
WILD ORCS don't have the same quality of gear as the taiga clans.  They can be decent trade partners at times, but since they tend to come at the same time as the home caravan, their usefulness is limited.&lt;br /&gt;
&lt;br /&gt;
FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram.&lt;br /&gt;
&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.&lt;br /&gt;
&lt;br /&gt;
== Multi-playable Civ Worlds ==&lt;br /&gt;
&lt;br /&gt;
Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable.&lt;br /&gt;
&lt;br /&gt;
* Decide whether you want an Orcish or Dwarven world (this has some minor effects like, which &amp;quot;extended domestic animals&amp;quot; and plants exist in the world, e.g. Taiga Sabrecats vs. Shaggy Badgerdogs)&lt;br /&gt;
* Select all your MDF settings in the launcher as normal&lt;br /&gt;
* Open up the other race's Entity file and uncomment the line &amp;quot;[CIV_CONTROLLABLE]&amp;quot;.  Keep a backup copy of the original file is advised (if you ever want to go back to default behaviour).&lt;br /&gt;
* Gen a new world&lt;br /&gt;
* On embark, you'll have both kinds of civs to choose from.  If you can't tell which is which, tab over to the &amp;quot;Neighbors&amp;quot; tab -- your race will always be at the top.  Also the Dwarven civs will be named e.g. &amp;quot;The Hammers of Manufacturing&amp;quot; and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. &amp;quot;The Twilight Rending of Despair&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185686</id>
		<title>Masterwork:Orcish Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185686"/>
		<updated>2013-05-13T20:13:18Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more orcish civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. &lt;br /&gt;
&lt;br /&gt;
When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength. &lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!  &lt;br /&gt;
&lt;br /&gt;
== Suggested World Civilization Groupings ==&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Basic ===&lt;br /&gt;
* Get off to a strong start with some early help from greenskin cousins&lt;br /&gt;
&lt;br /&gt;
Enemies: Dwarves, Elves, Tigermen, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends: Goblins&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Classic===&lt;br /&gt;
* Prepare to fight for survival against irregular ambush and siege warfare&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Humans, Elves, Drow, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  -none-&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Defense ===&lt;br /&gt;
* Match brute strength and engineering skill against assaults from more straightforwardly aggressive enemies&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Elves, Automatons, Serpentmen, Tigermen, Badgermen, Pandashi, Minotaurii, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  (Choose any 2)&lt;br /&gt;
&lt;br /&gt;
===Age of the Taiga-Orcs===&lt;br /&gt;
* Still plenty of action, but lower overall difficulty for project forts.  One caravan per season.&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs&lt;br /&gt;
&lt;br /&gt;
Friends:  Human bandits, Elven rebels, Deep Drow&lt;br /&gt;
&lt;br /&gt;
==Enemy Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Early Dangers &amp;amp; Ambushes===&lt;br /&gt;
&lt;br /&gt;
ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.&lt;br /&gt;
&lt;br /&gt;
DROW will also ambush you, maybe not quite as early.  Make sure to secure entrances with something stronger than a door, because they often have deadly building-destroying Voracious Cave Crawlers, or other nasty underground warbeasts like Jabberers.  VCCs can be very dangerous to unskilled militia or civilians, but fall easily enough to archers. &lt;br /&gt;
&lt;br /&gt;
===Siegers===&lt;br /&gt;
&lt;br /&gt;
DWARF squads will often wait out and siege your fort. After a few seasons of beating elves to death with their own tiaras, you'll feel that Taiga Orcs are more than a match for the Free Peoples, and be ready to just throw the gates open and meet them in honorable melee.  Before this, check their armament. The quality of both Dwarf and Human squads depends a lot on what kind of gear and warbeasts they bring.  Dwarves have access to heavy armor and excellent materials, martial trances make their weaponmasters deadly, and a few castes like Legion dwarves are tough enough to go toe to toe with your Uruks.  The majority of standard orcish weapons like axes, swords, and jagged arrows are slashing type, so until you have advanced materials you may have trouble punching through heavy armor or even golem's armor plating.  Try to get some guns, damascene weapons, upgraded bows or enchanted arrows, or simply mix in some blunt/piercing melee weapons.&lt;br /&gt;
&lt;br /&gt;
HUMANS carry gunpowder weapons and cannons in particular can be deadly. Decent armor might keep you alive, but you'll prefer block and dodge to avoid gunshot wounds entirely and stay on your feet.  If you normally play more engineering/defensively, note that Dwarf and Human sieges can last a very long time and may (or, may not ^^) ignore open gates into your base. Once you know where they are likely to camp you might want to set up towers, ballistae, tramcart weapons, cave in traps, magma landmines, an obsidianizer, some Flachette gun traps loaded up with poison darts, a refuse pile filled with dead jabberers ready to cast Raise Dead upon, or just some plain old weapon &amp;amp; cage traps ahead of their next visit. &lt;br /&gt;
&lt;br /&gt;
===Sub-orcish Primitives===&lt;br /&gt;
&lt;br /&gt;
GNOMES, despite their supposed technological wizardry, are laughably weak enemies, although they may pose some minor danger to an unprepared clan with their gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
TIGERMEN are a limited threat because of their poor access to armor and materials, but fight valiantly in a melee, being savage and somewhat larger in build than any orc.  When defeated they are a pretty good source of copper, and of course, tiger leather pelts.&lt;br /&gt;
&lt;br /&gt;
TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat.  If you attempt a cavern embark then be prepared, they may siege from the underground fairly early.&lt;br /&gt;
&lt;br /&gt;
ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them.  However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months.&lt;br /&gt;
&lt;br /&gt;
FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy early enemies Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.&lt;br /&gt;
&lt;br /&gt;
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages.  They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters.&lt;br /&gt;
&lt;br /&gt;
===Other Worthy Enemies===&lt;br /&gt;
&lt;br /&gt;
BADGERMEN are as large as an Uruk, have good weapons, can enter a berserk state, and sometimes bring dangerous &amp;quot;dwarflike&amp;quot; pets like Cave crawlers and prototype golems.  However, they're vulnerable to traps.  They are a pretty good opponent for a &amp;quot;fair fight&amp;quot; against orcish squads. &lt;br /&gt;
&lt;br /&gt;
PANDASHII are a powerful enemy, just a bit larger than Uruks, but with excellent natural melee skills, avoid traps, and ambush.&lt;br /&gt;
&lt;br /&gt;
RAPTORMEN are about the same size as Orcs, and mostly notable for being amphibious and able to pick locked doors.&lt;br /&gt;
&lt;br /&gt;
AUTOMATONS will also be hostile.  As in Dwarf mode, they are organized into specialized models which each have high degree of mastery of a particular skill.  Their metallic skin may provide some proof against jagged arrows.&lt;br /&gt;
&lt;br /&gt;
HARPIES are about the same size as Orcs, and can fly.&lt;br /&gt;
&lt;br /&gt;
MINOTAURS are about 3 times the size of an Orc, have good natural skills, can forge steel, and are building destroyers.&lt;br /&gt;
&lt;br /&gt;
JOTUNAR lack the hard-as-steel icy skin and elite weapon skills of Masterwork Frost Giants, but whatever they lack, they make up for it in raw size and power.  The smallest caste of Jotun are still 10x larger than a Frost Giant, or roughly 80x larger than an Orc.  Of course, this doesn't make them invincible; after all elephants are almost so big too.  What makes them invincible is the kits of steel gear and ability to wield fire magic.&lt;br /&gt;
&lt;br /&gt;
==Potential Allies==&lt;br /&gt;
&lt;br /&gt;
ELVEN ASHLANDER glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.  They will bring for trade the blueprints for glassblowers shops, crates of raw moonstone required for crafting weapons-grade ashland glass, spellswords' tomes filled with reality-bending spells, and healing tomes filled with beneficial magics.&lt;br /&gt;
&lt;br /&gt;
DEEP DROW traders occassionally venture to the surface world to barter mysterious goods from the underdark.  They will bring blueprints for the Nethermill, crates of raw netherwood and devilthorn for the mill, destruction tomes filled with elemental spells, along with bloodsteel, ironbone, and fine silk from the depths.&lt;br /&gt;
&lt;br /&gt;
HUMAN BANDITS make good allies for gunner-warbands; they will bring gun ammo, bronze, iron, and blueprints for the Buccaneer's Tavern.&lt;br /&gt;
&lt;br /&gt;
CHAOS DWARVEN LEGION are bound by strange and terrible oaths to a dark aspect of the blood god Armok. Their traders will bring some advanced metals like patternwelded wolfram and steel, trap components and engineering supplies, and blueprints for the Legion auxilla outpost, as well as the dark magic contained in the legion arcanii tome.&lt;br /&gt;
&lt;br /&gt;
GOBLINS will visit multiple times per year, bringing lots of low-grade basic supplies like cloth, rusty iron bars, and cheap weapons, cages, and misc goods.  This kind of mundane stuff can make all the difference in early years -- you'd much rather face down a murderous elf assassin with a rusty iron flail than with nothing!  They sometimes also bring goblin tinker type stuff such as prototype golems and turrets.&lt;br /&gt;
&lt;br /&gt;
WILD ORCS don't have the same quality of gear as the taiga clans.  They can be decent trade partners at times, but since they tend to come at the same time as the home caravan, their usefulness is limited.&lt;br /&gt;
&lt;br /&gt;
FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram.&lt;br /&gt;
&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.&lt;br /&gt;
&lt;br /&gt;
== Multi-playable Civ Worlds ==&lt;br /&gt;
&lt;br /&gt;
Although it is not officially supported you can easily make a world with Dwarves and Orcs both playable.&lt;br /&gt;
&lt;br /&gt;
* Decide whether you want an Orcish or Dwarven world (this has some minor effects like, which &amp;quot;extended domestic animals&amp;quot; and plants exist in the world, e.g. Taiga Sabrecats vs. Shaggy Badgerdogs)&lt;br /&gt;
* Select all your MDF settings in the launcher as normal&lt;br /&gt;
* Open up the other race's Entity file and uncomment the line &amp;quot;[CIV_CONTROLLABLE]&amp;quot;.  Keep a backup copy of the original file is advised (if you ever want to go back to default behaviour).&lt;br /&gt;
* Gen a new world&lt;br /&gt;
* On embark, you'll have both kinds of civs to choose from.  If you can't tell which is which, tab over to the &amp;quot;Neighbors&amp;quot; tab -- your race will always be at the top.  Also the Dwarven civs will be named e.g. &amp;quot;The Hammers of Manufacturing&amp;quot; and live in mountain halls, and the Orcish civ will live in the Taiga dark fortresses and captured human cities, and be called e.g. &amp;quot;The Twilight Rending of Despair&amp;quot; &lt;br /&gt;
&lt;br /&gt;
You can't mix and match kobolds because their undiggable stone is a property of the world, not of the race/tools.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185684</id>
		<title>Masterwork:Orcish Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Civilization&amp;diff=185684"/>
		<updated>2013-05-13T20:11:36Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This article relates to the [[Orc Fortress]] game mode of the [[Main Page|Masterwork]] mod.&lt;br /&gt;
&lt;br /&gt;
A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more orcish civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. &lt;br /&gt;
&lt;br /&gt;
When it comes to other civilizations, Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies. The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength. &lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and each have unique crates and blueprints to sell you. Goblins, Wild Orcs, and Frost Giants can be trade partners too.  Warlocks are troublesome allies at best.&lt;br /&gt;
&lt;br /&gt;
The Taiga Orcs are strong warriors, and can handle a lot of powerful opponents.  If you enable too many allies you will find that your trade depot gets crowded, and that your allies guards steal some of the glory of battle.  Some suggested groupings are listed below but of course, experiment to see what you like best!  &lt;br /&gt;
&lt;br /&gt;
== Suggested World Civilization Groupings ==&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Basic ===&lt;br /&gt;
* Get off to a strong start with some early help from greenskin cousins&lt;br /&gt;
&lt;br /&gt;
Enemies: Dwarves, Elves, Tigermen, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends: Goblins&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Classic===&lt;br /&gt;
* Prepare to fight for survival against irregular ambush and siege warfare&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Humans, Elves, Drow, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  -none-&lt;br /&gt;
&lt;br /&gt;
===Orc Fortress Defense ===&lt;br /&gt;
* Match brute strength and engineering skill against assaults from more straightforwardly aggressive enemies&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Elves, Automatons, Serpentmen, Tigermen, Badgermen, Pandashi, Minotaurii, Trogs, Antmen&lt;br /&gt;
&lt;br /&gt;
Friends:  (Choose any 2)&lt;br /&gt;
&lt;br /&gt;
===Age of the Taiga-Orcs===&lt;br /&gt;
* Still plenty of action, but lower overall difficulty for project forts.  One caravan per season.&lt;br /&gt;
&lt;br /&gt;
Enemies:  Dwarves, Drow, Frogmen, Tigermen, Ferric Elves, Trogs&lt;br /&gt;
&lt;br /&gt;
Friends:  Human bandits, Elven rebels, Deep Drow&lt;br /&gt;
&lt;br /&gt;
==Enemy Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Early Dangers &amp;amp; Ambushes===&lt;br /&gt;
&lt;br /&gt;
ELF rangers begin Ambushes as soon as the first half of Year Two, and there's no way to know whether the first group will be spear- or bow-elves. Either way these elves are armed to the teeth, quite unlike their wooden-sword toting cousins. No anvil? Try the tribal warcrafter, or perhaps buy a couple weapons from the freelancer's guild. Wrestlers with simple shields can provide cover and subdue elves while your armed warlord provides the killing blow. Of course you could just shut the gate, but you'll be missing out on the bounty: Once you round up the elves weapons, and perhaps refit their scavenged small armor scraps into makeshift mithril mail at the Molten Pit, you'll be in business.&lt;br /&gt;
&lt;br /&gt;
DROW will also ambush you, maybe not quite as early.  Make sure to secure entrances with something stronger than a door, because they often have deadly building-destroying Voracious Cave Crawlers, or other nasty underground warbeasts like Jabberers.  VCCs can be very dangerous to unskilled militia or civilians, but fall easily enough to archers. &lt;br /&gt;
&lt;br /&gt;
===Siegers===&lt;br /&gt;
&lt;br /&gt;
DWARF squads will often wait out and siege your fort. After a few seasons of beating elves to death with their own tiaras, you'll feel that Taiga Orcs are more than a match for the Free Peoples, and be ready to just throw the gates open and meet them in honorable melee.  Before this, check their armament. The quality of both Dwarf and Human squads depends a lot on what kind of gear and warbeasts they bring.  Dwarves have access to heavy armor and excellent materials, martial trances make their weaponmasters deadly, and a few castes like Legion dwarves are tough enough to go toe to toe with your Uruks.  The majority of standard orcish weapons like axes, swords, and jagged arrows are slashing type, so until you have advanced materials you may have trouble punching through heavy armor or even golem's armor plating.  Try to get some guns, damascene weapons, upgraded bows or enchanted arrows, or simply mix in some blunt/piercing melee weapons.&lt;br /&gt;
&lt;br /&gt;
HUMANS carry gunpowder weapons and cannons in particular can be deadly. Decent armor might keep you alive, but you'll prefer block and dodge to avoid gunshot wounds entirely and stay on your feet.  If you normally play more engineering/defensively, note that Dwarf and Human sieges can last a very long time and may (or, may not ^^) ignore open gates into your base. Once you know where they are likely to camp you might want to set up towers, ballistae, tramcart weapons, cave in traps, magma landmines, an obsidianizer, some Flachette gun traps loaded up with poison darts, a refuse pile filled with dead jabberers ready to cast Raise Dead upon, or just some plain old weapon &amp;amp; cage traps ahead of their next visit. &lt;br /&gt;
&lt;br /&gt;
===Sub-orcish Primitives===&lt;br /&gt;
&lt;br /&gt;
GNOMES, despite their supposed technological wizardry, are laughably weak enemies, although they may pose some minor danger to an unprepared clan with their gunpowder weapons.&lt;br /&gt;
&lt;br /&gt;
TIGERMEN are a limited threat because of their poor access to armor and materials, but fight valiantly in a melee, being savage and somewhat larger in build than any orc.  When defeated they are a pretty good source of copper, and of course, tiger leather pelts.&lt;br /&gt;
&lt;br /&gt;
TROGLODYTES should not be underestimated; they can be quite dangerous to under-trained Orcs due to their natural skills in melee combat.  If you attempt a cavern embark then be prepared, they may siege from the underground fairly early.&lt;br /&gt;
&lt;br /&gt;
ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them.  However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months.&lt;br /&gt;
&lt;br /&gt;
FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy early enemies Tigermen.  Still, they are no match for a reasonably equipped orcish warband.  They can be looted for tin.&lt;br /&gt;
&lt;br /&gt;
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages.  They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters.&lt;br /&gt;
&lt;br /&gt;
===Other Worthy Enemies===&lt;br /&gt;
&lt;br /&gt;
BADGERMEN are as large as an Uruk, have good weapons, can enter a berserk state, and sometimes bring dangerous &amp;quot;dwarflike&amp;quot; pets like Cave crawlers and prototype golems.  However, they're vulnerable to traps.  They are a pretty good opponent for a &amp;quot;fair fight&amp;quot; against orcish squads. &lt;br /&gt;
&lt;br /&gt;
PANDASHII are a powerful enemy, just a bit larger than Uruks, but with excellent natural melee skills, avoid traps, and ambush.&lt;br /&gt;
&lt;br /&gt;
RAPTORMEN are about the same size as Orcs, and mostly notable for being amphibious and able to pick locked doors.&lt;br /&gt;
&lt;br /&gt;
AUTOMATONS will also be hostile.  As in Dwarf mode, they are organized into specialized models which each have high degree of mastery of a particular skill.  Their metallic skin may provide some proof against jagged arrows.&lt;br /&gt;
&lt;br /&gt;
HARPIES are about the same size as Orcs, and can fly.&lt;br /&gt;
&lt;br /&gt;
MINOTAURS are about 3 times the size of an Orc, have good natural skills, can forge steel, and are building destroyers.&lt;br /&gt;
&lt;br /&gt;
JOTUNAR lack the hard-as-steel icy skin and elite weapon skills of Masterwork Frost Giants, but whatever they lack, they make up for it in raw size and power.  The smallest caste of Jotun are still 10x larger than a Frost Giant, or roughly 80x larger than an Orc.  Of course, this doesn't make them invincible; after all elephants are almost so big too.  What makes them invincible is the kits of steel gear and ability to wield fire magic.&lt;br /&gt;
&lt;br /&gt;
==Potential Allies==&lt;br /&gt;
&lt;br /&gt;
ELVEN ASHLANDER glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.  They will bring for trade the blueprints for glassblowers shops, crates of raw moonstone required for crafting weapons-grade ashland glass, spellswords' tomes filled with reality-bending spells, and healing tomes filled with beneficial magics.&lt;br /&gt;
&lt;br /&gt;
DEEP DROW traders occassionally venture to the surface world to barter mysterious goods from the underdark.  They will bring blueprints for the Nethermill, crates of raw netherwood and devilthorn for the mill, destruction tomes filled with elemental spells, along with bloodsteel, ironbone, and fine silk from the depths.&lt;br /&gt;
&lt;br /&gt;
HUMAN BANDITS make good allies for gunner-warbands; they will bring gun ammo, bronze, iron, and blueprints for the Buccaneer's Tavern.&lt;br /&gt;
&lt;br /&gt;
CHAOS DWARVEN LEGION are bound by strange and terrible oaths to a dark aspect of the blood god Armok. Their traders will bring some advanced metals like patternwelded wolfram and steel, trap components and engineering supplies, and blueprints for the Legion auxilla outpost, as well as the dark magic contained in the legion arcanii tome.&lt;br /&gt;
&lt;br /&gt;
GOBLINS will visit multiple times per year, bringing lots of low-grade basic supplies like cloth, rusty iron bars, and cheap weapons, cages, and misc goods.  This kind of mundane stuff can make all the difference in early years -- you'd much rather face down a murderous elf assassin with a rusty iron flail than with nothing!  They sometimes also bring goblin tinker type stuff such as prototype golems and turrets.&lt;br /&gt;
&lt;br /&gt;
WILD ORCS don't have the same quality of gear as the taiga clans.  They can be decent trade partners at times, but since they tend to come at the same time as the home caravan, their usefulness is limited.&lt;br /&gt;
&lt;br /&gt;
FROST GIANTS will bring a basic assortment of goods, particularly those made from wolfram.&lt;br /&gt;
&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=185683</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=185683"/>
		<updated>2013-05-13T20:10:23Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Thanks for help! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;usermessage plainlinks&amp;quot; style=&amp;quot;background-color:#cef; {{border radius|5px}} border-color:#9ac&amp;quot;&amp;gt;&lt;br /&gt;
If you want to start a new topic, [{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=new&amp;amp;preloadtitle={{urlencode:(Title here)}}&amp;amp;preload={{urlencode:User:Lethosor/message here}}}} click here]. I'll (usually) reply here, so {{tooltip|adding this page|Click the &amp;amp;quot;Watch&amp;amp;quot; tab under the menu by the search box}} to your [[Special:watchlist|watchlist]] will help.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Templates==&lt;br /&gt;
Nice work on the rounded box templates! --[[User:Briess|Briess]] 08:07, 11 February 2013 (UTC)&lt;br /&gt;
:Thanks, I guess I had a little too much time on my hands. Does the formatting look ok? I think I screwed it up once or twice, but the main page looks all right now. --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 13:13, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
I like your solution to the creature variation problem. It's much simpler than what I had in mind, and, at least for the current batch of creatures, works quite well. Great job! --[[User:Loci|Loci]] 20:41, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicated History ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I noted that as well and decided it wasn't actually a major enough issue worth redoing everything I was doing to the database (since it already took almost 7 hours of lock time :(.   If there are other issues, I can revert back, but I'll want to do it before tonightish, so we don't loose a lot of data. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:34, 13 April 2013 (UTC)&lt;br /&gt;
: And then I changed my mind and reverted.  Thanks for letting me know. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:41, 13 April 2013 (UTC)&lt;br /&gt;
::And now I just realized I should have just nuked the caches to fix the problem.  Oh well.  I'll re-try the upgrade later :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:44, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I rolled back the database maintenance / upgrade because of the issue you pointed out. Thanks for alerting me :) -- [[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
As to what just happened: cache collision &amp;gt;.&amp;gt; -  Should be fixed now, sorry . --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:49, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I thought I was commenting on the wrong page for a second there. Looks good now :) --{{User:Lethosor/sig}} 01:53, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rater ==&lt;br /&gt;
&lt;br /&gt;
Left a note at [[User_talk:Lethosor/rater.js]] for you :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 07:06, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill tree for DF masterwork ==&lt;br /&gt;
&lt;br /&gt;
What do you think about adding a new skill tree for the new skills? Could be usefull...  [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:37, 5 May 2013 (UTC)&lt;br /&gt;
:You mean like {{nocats|{{DF2012 skills}}}}? --{{User:Lethosor/sig}} 20:06, 8 May 2013 (UTC)&lt;br /&gt;
:: Yes, I think it could be usefull. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 11:28, 9 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flying Spawn Mechanics (RedReign) ==&lt;br /&gt;
&lt;br /&gt;
Hi, Lethosor,&lt;br /&gt;
&lt;br /&gt;
It appears you made a small modification to what I recently wrote on the DF2012:Flying page. You wrote that it only affects underground creatures, not surface fliers.&lt;br /&gt;
&lt;br /&gt;
However, after doing some !science!, I have discovered that above-ground flying creatures DO, in fact, stop spawning if I wall off every edge tile at every possible z-level above ground.&lt;br /&gt;
&lt;br /&gt;
Obviously there is a conflict with the information we have. I'd like to resolve this, since I spent a lot of time and effort recently working on a project similar to those at Oceanshoots on the forums. I mean this with utmost sincerity - if you are certain that you have only seen the walling-off method to affect underground fliers, perhaps we can find what was different between our experiences, and why we were getting different results. :)&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
RedReign&lt;br /&gt;
&lt;br /&gt;
:Ah, I didn't realize you meant using bridges instead of walls (walls can't be built within 5 tiles of the map edge above ground, but will work underground). You're correct, drawbridges will keep creatures from spawning above ground. Sorry about the confusion there.  --{{User:Lethosor/sig}} 13:47, 11 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for help! ==&lt;br /&gt;
&lt;br /&gt;
Cool, Thanks for the tip on deleting pages! [[User:Smakemupagus|Smakemupagus]] ([[User talk:Smakemupagus|talk]]) 20:10, 13 May 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=185682</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=185682"/>
		<updated>2013-05-13T20:10:12Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Thanks for help! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;usermessage plainlinks&amp;quot; style=&amp;quot;background-color:#cef; {{border radius|5px}} border-color:#9ac&amp;quot;&amp;gt;&lt;br /&gt;
If you want to start a new topic, [{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=new&amp;amp;preloadtitle={{urlencode:(Title here)}}&amp;amp;preload={{urlencode:User:Lethosor/message here}}}} click here]. I'll (usually) reply here, so {{tooltip|adding this page|Click the &amp;amp;quot;Watch&amp;amp;quot; tab under the menu by the search box}} to your [[Special:watchlist|watchlist]] will help.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Templates==&lt;br /&gt;
Nice work on the rounded box templates! --[[User:Briess|Briess]] 08:07, 11 February 2013 (UTC)&lt;br /&gt;
:Thanks, I guess I had a little too much time on my hands. Does the formatting look ok? I think I screwed it up once or twice, but the main page looks all right now. --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 13:13, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
I like your solution to the creature variation problem. It's much simpler than what I had in mind, and, at least for the current batch of creatures, works quite well. Great job! --[[User:Loci|Loci]] 20:41, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicated History ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I noted that as well and decided it wasn't actually a major enough issue worth redoing everything I was doing to the database (since it already took almost 7 hours of lock time :(.   If there are other issues, I can revert back, but I'll want to do it before tonightish, so we don't loose a lot of data. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:34, 13 April 2013 (UTC)&lt;br /&gt;
: And then I changed my mind and reverted.  Thanks for letting me know. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:41, 13 April 2013 (UTC)&lt;br /&gt;
::And now I just realized I should have just nuked the caches to fix the problem.  Oh well.  I'll re-try the upgrade later :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:44, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I rolled back the database maintenance / upgrade because of the issue you pointed out. Thanks for alerting me :) -- [[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
As to what just happened: cache collision &amp;gt;.&amp;gt; -  Should be fixed now, sorry . --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:49, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I thought I was commenting on the wrong page for a second there. Looks good now :) --{{User:Lethosor/sig}} 01:53, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rater ==&lt;br /&gt;
&lt;br /&gt;
Left a note at [[User_talk:Lethosor/rater.js]] for you :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 07:06, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill tree for DF masterwork ==&lt;br /&gt;
&lt;br /&gt;
What do you think about adding a new skill tree for the new skills? Could be usefull...  [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:37, 5 May 2013 (UTC)&lt;br /&gt;
:You mean like {{nocats|{{DF2012 skills}}}}? --{{User:Lethosor/sig}} 20:06, 8 May 2013 (UTC)&lt;br /&gt;
:: Yes, I think it could be usefull. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 11:28, 9 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flying Spawn Mechanics (RedReign) ==&lt;br /&gt;
&lt;br /&gt;
Hi, Lethosor,&lt;br /&gt;
&lt;br /&gt;
It appears you made a small modification to what I recently wrote on the DF2012:Flying page. You wrote that it only affects underground creatures, not surface fliers.&lt;br /&gt;
&lt;br /&gt;
However, after doing some !science!, I have discovered that above-ground flying creatures DO, in fact, stop spawning if I wall off every edge tile at every possible z-level above ground.&lt;br /&gt;
&lt;br /&gt;
Obviously there is a conflict with the information we have. I'd like to resolve this, since I spent a lot of time and effort recently working on a project similar to those at Oceanshoots on the forums. I mean this with utmost sincerity - if you are certain that you have only seen the walling-off method to affect underground fliers, perhaps we can find what was different between our experiences, and why we were getting different results. :)&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
RedReign&lt;br /&gt;
&lt;br /&gt;
:Ah, I didn't realize you meant using bridges instead of walls (walls can't be built within 5 tiles of the map edge above ground, but will work underground). You're correct, drawbridges will keep creatures from spawning above ground. Sorry about the confusion there.  --{{User:Lethosor/sig}} 13:47, 11 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for help! ==&lt;br /&gt;
&lt;br /&gt;
Cool, Thanks for the tip on deleting pages!&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185677</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185677"/>
		<updated>2013-05-13T17:54:31Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Choosing Masterwork Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork &amp;amp; World Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the [[Orcish plants]] and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185676</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185676"/>
		<updated>2013-05-13T17:54:13Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the [[Orcish plants]] and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185675</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185675"/>
		<updated>2013-05-13T17:53:21Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong above ground forts, starting with the arms from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  Use the Orcish Factory or Goblin Sawmill to stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the boreal plants and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185674</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185674"/>
		<updated>2013-05-13T17:51:53Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: /* Food and Shelter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong mostly- and even entirely-above ground forts, starting with the arms and armor from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  In the meantime, if you can get the Orcish Factory or Goblin Sawmill up and running, you can stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the boreal plants and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185673</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185673"/>
		<updated>2013-05-13T17:51:04Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong mostly- and even entirely-above ground forts, starting with the arms and armor from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins.  Use the Drydock to raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to found a caravanserai and expand your purchasing options.  In the meantime, if you can get the Orcish Factory or Goblin Sawmill up and running, you can stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the boreal plants and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Tribal Crafting|&lt;br /&gt;
Orcs can do a lot with leather, bone, and blood at the Tribal Craftsorc and Fletcher, so you might want to get Ranchers or Hunters industry going early.  Embarking with some birds or ranching animals is usually more efficient use of points than paying for leather or quivers directly.&lt;br /&gt;
}}&lt;br /&gt;
Basically same as Dwarf mode.  Hunt and ranch more.&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185672</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185672"/>
		<updated>2013-05-13T17:47:17Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong mostly- and even entirely-above ground forts, starting with the arms and armor from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins civilization if they are active.  Once you get your drydock and Raiding crews on line, you can raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to begin founding a caravanserai and expand your purchasing options.  In the meantime, if you can get the Orcish Factory or Goblin Sawmill up and running, you can stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the boreal plants and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Basically same as Dwarf mode.  Hunt and ranch more.&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|Economizing on Raiders' Gear|&lt;br /&gt;
The Raiders Drydock is used not only to strike back at the 'Free' Peoples and grab some loot, but also to round up goblins, steal blueprints and codexes -- things that unlock more powerful buildings or abilities for your Orcs.  To support the Drydock you'll need a source of rusty iron coins, ballista parts, plenty of wood, and also Weapons.  Exchanging bounties at the Freelancer's guild is usually the best source of coins, but you might also mint coins from rusty iron bars you get from Molten Pit or Goblin trading partners.  If you are short on wood but have plenty of cloth and pulleys, consider sail-powered Xebecs instead of regular Longboats.  If you don't have junk weapons laying around, forge weapons with the smallest materials requirement like daggers, or save on materials by batch production at the Orcish Factory. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185671</id>
		<title>Masterwork:Orcish Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Orcish_Quickstart_guide&amp;diff=185671"/>
		<updated>2013-05-13T17:45:41Z</updated>

		<summary type="html">&lt;p&gt;Smakemupagus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!'''  If you're a Dwarf.  Orcs are out to win.  Remember folks, winning is fun.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Orc Fortress''', but you have no idea what to do. That's understandable; in Orc Fortress you can really do anything you like. It is huge, complex, and there's nothing on this page to help you yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Choosing Masterwork Settings==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#00a|With friends like these...|&lt;br /&gt;
WARLOCKS don't make good allies, due to their unstable and dangerous relationship with magic.  Be warned, when visiting they are likely to attack other traders or even raise corpses from your refuse pile!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is choose some Orc friendly settings in the Masterwork launcher.  &lt;br /&gt;
&lt;br /&gt;
Masterwork Settings which affect only the Dwarven entity or creature won't have an effect on Orc Fortress; this includes most of the Workshop settings, and Castes.  Masterwork settings which affect the World or non-Dwarf animals *will* impact Orc Fortress: this includes Harder Farming, Mining, Aquifers, Grazing, Weather, all Materials, all Creatures, all Cavern settings, etc.  Therapist also works fine with Orcs.  The Orc Fortress custom workshops and reactions are generally balanced assumed Harder Farming and Harder Smithing being both ON.  Other than that most any combinations should work fine. &lt;br /&gt;
&lt;br /&gt;
When it comes to other [[Orcish Civilization|civilizations]], Humans, Dwarves, Elves and Drow, and Automatons will be powerful enemies.  The cavern civs and Fortress Defense races will attack you too; note that the &amp;quot;medium&amp;quot; tier are about a match in raw size and strength.&lt;br /&gt;
&lt;br /&gt;
Deep-drow, Chaos-dwarves, Human Bandits, and Ashland Elf rebels are potentially friends and have unique crates and blueprints to sell you.  Goblins, Wild Orcs, and Frost Giants can be trade partners too.&lt;br /&gt;
&lt;br /&gt;
== Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#11a|Above ground &amp;amp; Aquifer forts|&lt;br /&gt;
Don't be afraid of aquifer embarks!  Orcs have lots of tools available to make strong mostly- and even entirely-above ground forts, starting with the arms and armor from the Tribal Warcrafter and Fletcher, and Boneyard for mechanisms.  Trade for cheap raw materials from the Goblins civilization if they are active.  Once you get your drydock and Raiding crews on line, you can raid the Elves for wood, the Dwarves for metal, or the Merchant's Guild to begin founding a caravanserai and expand your purchasing options.  In the meantime, if you can get the Orcish Factory or Goblin Sawmill up and running, you can stretch your supplies of clay and wood farther. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Link to the boreal plants and animals; talk about not needing an anvil so badly.&lt;br /&gt;
&lt;br /&gt;
=== Skills and Equipment ===&lt;br /&gt;
&lt;br /&gt;
Check your castes!  You probably don't want to make an Olog the weaponsmith, and an Artisan the maceorc.&lt;br /&gt;
&lt;br /&gt;
This might be a nice place to link to some embark profiles, both the bundled ones and maybe ask people to share some others too.&lt;br /&gt;
&lt;br /&gt;
== A New Camp ==&lt;br /&gt;
=== Food and Shelter ===&lt;br /&gt;
Basically same as Dwarf mode.  Hunt and ranch more.&lt;br /&gt;
=== Security ===&lt;br /&gt;
Serious attacks early in year two!  Talk about options to gear up.&lt;br /&gt;
Tribal warcrafter and fletcher.&lt;br /&gt;
&lt;br /&gt;
== A Growing Stronghold ==&lt;br /&gt;
=== Orcish Industry ===&lt;br /&gt;
Molten Pit and Factory&lt;br /&gt;
&lt;br /&gt;
Mass production, economize on coal, burn saplings, resize looted gear&lt;br /&gt;
&lt;br /&gt;
=== Corsair Raiders ===&lt;br /&gt;
Get migrants and caravanserai&lt;br /&gt;
&lt;br /&gt;
Ramp up raiding as you can support it&lt;br /&gt;
&lt;br /&gt;
Schemes for getting enough coins, weapons, and ships&lt;br /&gt;
&lt;br /&gt;
Target different enemies for different goods&lt;br /&gt;
&lt;br /&gt;
=== Migrant Camps ===&lt;br /&gt;
Discuss from a macro view what the camps do&lt;br /&gt;
&lt;br /&gt;
Stone, Sawmill, Textile, Tracker: Convenience/mass production&lt;br /&gt;
&lt;br /&gt;
Tinkerer &amp;amp; Poisoner: new capabilities&lt;br /&gt;
&lt;br /&gt;
Labor camps: turn food into raw mats&lt;br /&gt;
&lt;br /&gt;
=== Warband === &lt;br /&gt;
Once you have your basic set up above is a branch point where you could choose to branch off in a lot of different directions.  This could be decided by the raw materials you have on hand, the skills of your warriors, or the prevalence of different castes in your Fortress.&lt;br /&gt;
&lt;br /&gt;
Choose a strategy to gear up.  &lt;br /&gt;
* Plenty of bronze and iron -&amp;gt; Mass production at factory?  &lt;br /&gt;
* Plenty of gold/agriculture -&amp;gt; Mass mint or sell at Caravanserai for bronze/iron/weapons?&lt;br /&gt;
* Plenty of food/hunting -&amp;gt; Labor camp for other raw mats?&lt;br /&gt;
* Plenty of wood for ships -&amp;gt; Double down on raid docks? &lt;br /&gt;
* Mithril or wolfram and the alloy mats -&amp;gt; hurry for Damasc forge? &lt;br /&gt;
* Lots of Dreamwalkers -&amp;gt; Build places of Power and Arcane Forge; trade for spellbooks?&lt;br /&gt;
* Lots of Corsairs -&amp;gt; Get guns and ammo?&lt;br /&gt;
* Short on metal, but silver, volcanic, or cavern mats? -&amp;gt; Trade for Outlander tech?&lt;br /&gt;
&lt;br /&gt;
== A Powerful Clanholding == &lt;br /&gt;
=== Artisan Crafting ===&lt;br /&gt;
Damasc (mithril, wolfram, cobalt); Tinkerer (brass, lead)&lt;br /&gt;
&lt;br /&gt;
=== Caravanserai ===&lt;br /&gt;
Decluttering the fort.  Mostly at the farmers' and arms bazaar.&lt;br /&gt;
&lt;br /&gt;
Actually buying stuff!  Expensive but useful.  Anvils, foreign weapons, basic supplies especially useful for metal-poor or aquifer embarks.  Convenience items like pulleys and ballista ammo.&lt;br /&gt;
&lt;br /&gt;
Ransoming Captives.&lt;br /&gt;
&lt;br /&gt;
Orichalcum.&lt;br /&gt;
&lt;br /&gt;
Seeds.&lt;br /&gt;
&lt;br /&gt;
=== Outlander Tech ===&lt;br /&gt;
&lt;br /&gt;
== A Dark Citadel == &lt;br /&gt;
=== Looted Barbarian Tech ===&lt;br /&gt;
=== Spellcasting and the Arcane Forge ===&lt;br /&gt;
&lt;br /&gt;
=== Warrior's Societies and Weapon Kits ===&lt;/div&gt;</summary>
		<author><name>Smakemupagus</name></author>
	</entry>
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