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Editing 40d:Indecisive's illustrated fortress mode tutorial

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Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need huge amounts of wood to burn to make charcoal or find [[bituminous coal]] to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with.
 
Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need huge amounts of wood to burn to make charcoal or find [[bituminous coal]] to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with.
  
Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc.), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have its own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons.
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Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have its own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons.
  
 
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]]
 
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]]
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[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]]
 
[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]]
  
I'll start here, on the same level as my dwarves, and roughly halfway between the wagon and the 'entrance'.
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I'll start here, on the same level as my dwarves, and roughly halfway between the the wagon and the 'entrance'.
  
 
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[[Image:dft056.png|thumb|left]]
 
[[Image:dft056.png|thumb|left]]
  
Elven caravans are carried by mule and don't need any special pathway. Dwarven caravans are carried by mule and horse-drawn wagons. Human caravans come with wagons carrying many more goods than other caravans. The wagons need a smooth three-wide path to your Depot. A three-tile wide road connecting to the edge of the screen is not needed, and creating one will not cause the human caravan to arrive there. We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only!
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Elven caravans are carried by mule and don't need any special pathway. Dwarven caravans are carried by mule and horse drawn wagons. Human caravans come with wagons carrying many more goods than other caravans. The wagons need a smooth three-wide path to your Depot. A three-tile wide road connecting to the edge of the screen is not needed, and creating one will not cause the human caravan to arrive there. We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only!
  
 
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[[Image:dft125.png|thumb|left]]
 
[[Image:dft125.png|thumb|left]]
  
Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependent on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort.
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Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependant on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort.
  
 
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground.
 
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground.

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