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Editing 40d:How to safely start fortress mode

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The [[cloth]] industry is also a good one to establish if you get things like weavers and clothiers with your first immigrant wave.  The cloth industry lets you create ropes (critical for building [[well]]s) and bags in the short term, and good finished clothing in the longer term to keep your dwarves happier.  [[Pig tail]]s will provide an easy early cloth supply if you bring some seeds along when you embark.
 
The [[cloth]] industry is also a good one to establish if you get things like weavers and clothiers with your first immigrant wave.  The cloth industry lets you create ropes (critical for building [[well]]s) and bags in the short term, and good finished clothing in the longer term to keep your dwarves happier.  [[Pig tail]]s will provide an easy early cloth supply if you bring some seeds along when you embark.
  
Using the cloth industry, it is worth it to mass-produce some ropes and honeycomb a large (5x5 or larger) room with them, then assign many beasts of burden to them.  This works as a corral, keeping the animals contained and not clogging up traffic while at the same time allowing them to breed to become an emergency supply of food.  For performance considerations, it's highly suggested you cage newborn animals in any cage you have available, to keep them from eating up CPU by wandering aimlessly around the fortress.  This goes double for [[cat]]s, who randomly adopt dwarves and become unkillable.
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Using the cloth industry, it is worth it to mass produce some ropes and honeycomb a large (5x5 or larger) room with them, then assign many beasts of burden to them.  This works as a corral, keeping the animals contained and not clogging up traffic while at the same time allowing them to breed to become an emergency supply of food.  For performance considerations, it's highly suggested you cage newborn animals in any cage you have available, to keep them from eating up CPU by wandering aimlessly around the fortress.  This goes double for [[cat]]s, who randomly adopt dwarves and become unkillable.
  
 
==Dwarf happiness and domestics==
 
==Dwarf happiness and domestics==
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===Advanced domestics===
 
===Advanced domestics===
Happiness becomes one of your primary considerations when lots of dwarves are around and the economy has activated.  The economy brings about a whole new truckload of possible unhappy thoughts in addition to the ones you've already been dealing with, so you need to use everything in your power to combat them.  A [[cross-training]] program becomes a serious benefit here, since legendary dwarves are exempt from the economy and continue living large without any interference from the nobles.
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Happiness becomes one of your primary considerations when lots of dwarves are around and the economy has activated.  The economy brings about a whole new truckload of possible unhappy thoughts in addition to the ones you've already been dealing with, so you need to use everything in your power to combat them.  A [[cross-training]] program becomes a serious benefit here, since legendary dwarves are exempt from the economy and continue living large without any interferance from the nobles.
  
 
Private bedrooms are key.  In addition to the happy thought that dwarves get from sleeping in a place that's theirs, having their own place with their own chest and cabinet will stave off unhappy thoughts they get from not having a place to store their acquisitions.  You may also consider installing a table and chair in each bedroom; happy thoughts on par with or better than 'legendary dining room' are gained from eating at a high-quality table that the dwarf owns.  Be sure that you have a lot of affordable housing; 300☼ is all the more most joe-dwarves with steady work can afford before they are evicted.
 
Private bedrooms are key.  In addition to the happy thought that dwarves get from sleeping in a place that's theirs, having their own place with their own chest and cabinet will stave off unhappy thoughts they get from not having a place to store their acquisitions.  You may also consider installing a table and chair in each bedroom; happy thoughts on par with or better than 'legendary dining room' are gained from eating at a high-quality table that the dwarf owns.  Be sure that you have a lot of affordable housing; 300☼ is all the more most joe-dwarves with steady work can afford before they are evicted.
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Another thing you may consider is getting your dwarves pets.  Assigning trained war [[dog]]s to peasants makes the peasant adopt them as a pet, which not only makes them more safe from goblin attacks while they are milling about outside, it also gives them an instant happy thought if they ever become unhappy ('comforted by a beloved pet recently').  The downside, of course, is that if the war dog ever has to lay down its life for its master, the dwarf will become very upset, and doubly upset if you don't have the tombs to lay the pet to rest.
 
Another thing you may consider is getting your dwarves pets.  Assigning trained war [[dog]]s to peasants makes the peasant adopt them as a pet, which not only makes them more safe from goblin attacks while they are milling about outside, it also gives them an instant happy thought if they ever become unhappy ('comforted by a beloved pet recently').  The downside, of course, is that if the war dog ever has to lay down its life for its master, the dwarf will become very upset, and doubly upset if you don't have the tombs to lay the pet to rest.
  
Making catacombs is another good way to provide some stability to your fortress.  Unlike bedrooms, dwarves do not have to pay for their own tombs, and get a yearly happy thought from them that lasts almost a whole season.  Catacombs are also fairly easy to furnish, requiring little more than coffins and engravings.  Some [[statue]]s can also be good if you are going that route.  Be sure to allot some coffins for pet burial, too; dwarves are just as upset about their pets dying as they are about their friends.  It's best not to compound the problem by letting pets rot.
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Making catacombs is another good way to provide some stability to your fortress.  Unlike bedrooms, dwarves do not have to pay for thier own tombs, and get a yearly happy thought from them that lasts almost a whole season.  Catacombs are also fairly easy to furnish, requiring little more than coffins and engravings.  Some [[statue]]s can also be good if you are going that route.  Be sure to allot some coffins for pet burial, too; dwarves are just as upset about their pets dying as they are about their friends.  It's best not to compound the problem by letting pets rot.
  
 
[[Cave adaptation]] creates some powerful unhappy feelings (as powerful as the thought from a legendary dining room).  Unfortunately, making a greenhouse that is indoors and lighted will NOT fight cave adaptation.  Your only bet is to make a walled-in meeting hall on the surface, preferably above the ground z level so attacking goblins have no chance of getting in.  Decorate it lavishly so your dwarves have something to counteract the unhappy thoughts in a controlled manner.  Do NOT, under any circumstances, make your main meeting hall indoor/lighted/aboveground by making its roof a bunch of Floor constructions.  This will make that area forbidden when "Dwarves stay indoors" is on and make controlling your civilians during a siege much harder.
 
[[Cave adaptation]] creates some powerful unhappy feelings (as powerful as the thought from a legendary dining room).  Unfortunately, making a greenhouse that is indoors and lighted will NOT fight cave adaptation.  Your only bet is to make a walled-in meeting hall on the surface, preferably above the ground z level so attacking goblins have no chance of getting in.  Decorate it lavishly so your dwarves have something to counteract the unhappy thoughts in a controlled manner.  Do NOT, under any circumstances, make your main meeting hall indoor/lighted/aboveground by making its roof a bunch of Floor constructions.  This will make that area forbidden when "Dwarves stay indoors" is on and make controlling your civilians during a siege much harder.
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* [[Mechanism]]s.  [[Item quality|Masterwork]] mechanisms made from obsidian or a [[flux]] stone can sell for as much as 1,080☼.  Mechanisms are easy to produce and are already needed in your fortress.  However, they are fairly heavy, requiring you to manage weight issues, especially when trading with the [[elves]].  Buy out any high-weight, low-cost items the traders have at the beginning of trading and you should be okay.  Use high-value stone and a high-skill mechanic and weight will become a non-issue.
 
* [[Mechanism]]s.  [[Item quality|Masterwork]] mechanisms made from obsidian or a [[flux]] stone can sell for as much as 1,080☼.  Mechanisms are easy to produce and are already needed in your fortress.  However, they are fairly heavy, requiring you to manage weight issues, especially when trading with the [[elves]].  Buy out any high-weight, low-cost items the traders have at the beginning of trading and you should be okay.  Use high-value stone and a high-skill mechanic and weight will become a non-issue.
 
* [[Bone]] goods.  Bone carvers are useful any time you have a half-decent hunter, and can be stellar under certain circumstances.  You want a high-skill bone carver for producing bolts and armor, and if your map has certain high-value exotic creatures (ogres, unicorns, trolls, etc.), a stack of bolts made from their bones can be worth hundreds or even thousands.  A stack of 100 masterwork dragon or hydra bone bolts is worth ''60,000☼''.  [[Totem]]s made from of the skulls of exotic creatures are also worth quite a bit, as are their hides, meat, and fat, if they are butcherable.
 
* [[Bone]] goods.  Bone carvers are useful any time you have a half-decent hunter, and can be stellar under certain circumstances.  You want a high-skill bone carver for producing bolts and armor, and if your map has certain high-value exotic creatures (ogres, unicorns, trolls, etc.), a stack of bolts made from their bones can be worth hundreds or even thousands.  A stack of 100 masterwork dragon or hydra bone bolts is worth ''60,000☼''.  [[Totem]]s made from of the skulls of exotic creatures are also worth quite a bit, as are their hides, meat, and fat, if they are butcherable.
* [[Clothing]].  [[Dimple cup]]s provide a dye when milled, which can be used to drastically increase the finished value of finished cloth goods.  You can also sew images (whether leather, or more cloth) into the clothing to increase it further.  Merchants will love it, and your dwarves will want new clothes as the economy kicks in, too.  The downside is that this approach is labor-intensive, requiring a thresher, weaver, miller, dyer, clothier, and maybe a leatherworker or another clothier to pull off.  Still, in larger fortresses, there's usually plenty of labor to spare.  You can also cut the thresher and weaver out of the equation by simply importing the raw cloth you want to use.
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* [[Clothing]].  [[Dimple cup]]s provide a dye when milled, which can be used to drastically increase the finished value of finished cloth goods.  You can also sew images (whether leather, or more cloth) into the clothing to increase it further.  Merchants will love it, and your dwarves will want new clothes as the economy kicks in, too.  The downside is that this approach is labor intensive, requiring a thresher, weaver, miller, dyer, clothier, and maybe a leatherworker or another clothier to pull off.  Still, in larger fortresses, there's usually plenty of labor to spare.  You can also cut the thresher and weaver out of the equation by simply importing the raw cloth you want to use.
 
* Captured equipment.  [[Goblin]] attacks will usually leave your store rooms awash in captured goblin equipment.  Goblins often wear [[giant cave spider]] clothing, which sells very well.  You can sew images into the cloth, and stud the metal equipment with bone or shell, to increase their trading value and 'naturalize' them, making them acceptable to offer to caravans for good will.
 
* Captured equipment.  [[Goblin]] attacks will usually leave your store rooms awash in captured goblin equipment.  Goblins often wear [[giant cave spider]] clothing, which sells very well.  You can sew images into the cloth, and stud the metal equipment with bone or shell, to increase their trading value and 'naturalize' them, making them acceptable to offer to caravans for good will.
 
* [[Armor]] or [[weapon]]s.  If you are trying to train up a high-skill [[armorsmith]] or [[weaponsmith]], you will have to create hundreds of items.  What better way to get rid of them than to trade them?  For trading and training purposes, silver is the best metal to use.  Silver has a value multiplier of ×10, making a masterpiece silver weapon worth 1200☼, and silver has little utility except for trading anyway.  For armor, low boots are best; they are comparatively light and are produced in pairs, effectively doubling their value.  If you have [[cassiterite]] in your fortress, train your armorsmith using [[bronze]] (or better still, [[bismuth bronze]]).  But even [[copper]] has a good enough price-to-weight ratio to be worth trading.  An added advantage of armor and weapons is that traders usually put a premium on one or more types of them.  Note what specific types they want when forging your [[trade agreement]]s and you can further double the value you receive for them.
 
* [[Armor]] or [[weapon]]s.  If you are trying to train up a high-skill [[armorsmith]] or [[weaponsmith]], you will have to create hundreds of items.  What better way to get rid of them than to trade them?  For trading and training purposes, silver is the best metal to use.  Silver has a value multiplier of ×10, making a masterpiece silver weapon worth 1200☼, and silver has little utility except for trading anyway.  For armor, low boots are best; they are comparatively light and are produced in pairs, effectively doubling their value.  If you have [[cassiterite]] in your fortress, train your armorsmith using [[bronze]] (or better still, [[bismuth bronze]]).  But even [[copper]] has a good enough price-to-weight ratio to be worth trading.  An added advantage of armor and weapons is that traders usually put a premium on one or more types of them.  Note what specific types they want when forging your [[trade agreement]]s and you can further double the value you receive for them.

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