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{{Quality|Exceptional|00:09, 17 February 2023 (UTC)}}
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{{Quality|Exceptional|20:52, 20 September 2016 (UTC)}}
 
{{Creaturelookup/0
 
{{Creaturelookup/0
|image=Human_sprite.png
 
|portrait=human_woman_portrait.png
 
 
|meat=27
 
|meat=27
 
|bone=33
 
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{{av}}
 
{{av}}
 
{{creaturedesc}}
 
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'''Humans''' are intelligent {{Catlink|Humanoids|humanoid}} [[creatures]] that live in cities on the [[biome#Plains|plains]]. They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. Their buildings are made entirely of [[wood]] (or in the case of towers and castles, [[stone]] or metals like [[copper]]), and usually include several houses and [[shop]]s, and a [[tavern]]. Their metal-working technology specializes in [[bronze]], though they also make use of [[copper]], [[iron]], and [[silver]]. The typical lifespan of a human ranges between 60-120 years.
 
'''Humans''' are intelligent {{Catlink|Humanoids|humanoid}} [[creatures]] that live in cities on the [[biome#Plains|plains]]. They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. Their buildings are made entirely of [[wood]] (or in the case of towers and castles, [[stone]] or metals like [[copper]]), and usually include several houses and [[shop]]s, and a [[tavern]]. Their metal-working technology specializes in [[bronze]], though they also make use of [[copper]], [[iron]], and [[silver]]. The typical lifespan of a human ranges between 60-120 years.
  
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The language they speak is [[Main:Human language|human]]. Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.
 
The language they speak is [[Main:Human language|human]]. Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''stature''.
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[[File:humansprev.png|thumb|400px|center|''Conquest of Mexico: Hernando Cortes destroying his fleet at Vera Cruz, 1519'']]
  
 
==Ethics==
 
==Ethics==
In-game, humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and possibly become enemies with [[kobold]]s and [[animal people]].  
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In-game, humans have a system of [[ethic]]s similar to real-life humans of past times. Through world generation, humans will almost always become friendly with dwarves, most likely become enemies with [[goblin]]s and [[elf|elves]], and may possibly become enemies with [[kobold]]s and [[animal people]].  
  
 
The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals.  
 
The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals.  
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==Playing as Humans in fortress mode==
 
==Playing as Humans in fortress mode==
 
===Human Mercenaries/Performers===
 
===Human Mercenaries/Performers===
If you have a [[tavern]] in your dwarven fortress and you live near a human civilization, humans may visit your fortress. You cannot assign them labours unless they become [[Citizenship|citizens]]. In time, some of them might petition for [[Long-term resident|long-term residency]], either as performers or as mercenaries. As performers, they will remain in your inn and perform music, tell stories and poetry, and provide social interaction for your dwarves. As [[mercenary|mercenaries]], they will have a weapon skill, and can be enlisted in your army and controlled as you would any dwarf. Because humans are larger than dwarves, they can wield weapons that your dwarves cannot, such as [[two-handed sword]]s, [[pike]]s, and [[maul]]s.  Unlike dwarves, humans do not suffer from [[cave adaptation]], so human mercenaries may be better suited to fighting outdoors. Turning a dwarven fortress into a human-only fort takes a very long time, because usually two years pass before they apply for citizenship.
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If you have a [[tavern]] in your dwarven fortress and you live near a human civilization, humans may visit your fortress. You cannot assign them labours unless they become citizens. In time, some of them might petition for long-term residency, either as performers or as mercenaries. As a performer, they will remain in your inn and perform music, tell stories and poetry, and provide social interaction for your dwarves. As a mercenary, they will have a weapon skill, and can be enlisted in your army and controlled as you would any dwarf. Because humans are larger than dwarves, they can wield weapons that your dwarves cannot, such as [[two-handed sword]]s, [[pike]]s, and [[maul]]s.  Unlike dwarves, humans do not suffer from [[cave adaptation]], so human mercenaries may be better suited to fighting outdoors. Turning a dwarven fortress into a human-only fort takes a very long time, because usually two years pass before they apply for citizenship.
  
 
===Starting a Human Fortress===
 
===Starting a Human Fortress===
 
{{mod}}
 
{{mod}}
To start a "Human Town" (or, alternately, an Elven [[forest retreat]], Goblin [[Dark pit|pit]] or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen (see the characters highlighted on the world map to know what creature the civilisation belongs to). The elves can carry with them many different pets upon embarking, and the races will start with appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). An important note, you will have NO nobles unless you copy-paste the 'positions' of the Dwarves (Monarch, Chief Medical Dwarf, etc.) to the same place in the entity_default.txt on whichever race you choose to play (Excluding Elves) You may edit the names of these professions/positions however you wish after placement.
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To start a "Human Town" (or, alternately, an Elven [[forest retreat]], Goblin Pit or Kobold Cave) one need only add the tag [SITE_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should never do this after having already generated a world, as it will not work with an already-generated world. It's also advisable to only have one race playable at a time by removing the [SITE_CONTROLLABLE] tag from all but the race you wish to play, as having multiple playable races forces you to navigate the civilization selection UI in the embark screen (see the characters highlighted on the world map to know what creature the civilisation belongs to). The Elves can carry with them many different pets upon embarking, and the races will start with the appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default). Also, one of the 7 humans you start with will be a "warlord" and will not work.
Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers, steel or pig iron unless modded to do so. They can, however, work adamantine as cloth, and have access to weaponry too large for dwarves, such as pikes, halberds and long swords.
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Another thing to note is that, when playing as humans in fortress mode, humans are unable to make adamantine wafers unless modded to do so. They can, however, work adamantine as cloth.
  
 
{{D for Dwarf}}
 
{{D for Dwarf}}
Fun fact: Though this may be difficult to believe, this article was most likely written by a ''human''.
 
  
Some [[Dwarf|dwarves]] [[Preferences|like]] humans for their ''ability to play Dwarf Fortress''.
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Fun fact: This article was most likely written by a ''human''.
[[File:humansprev.png|thumb|400px|center|''Conquest of Mexico: Hernando Cortés destroying his fleet at Vera Cruz, 1519'']]
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{{gamedata}}
 
{{gamedata}}
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|PLAINS}}}}
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{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|PLAINS}}}}
 
{{Creatures}}
 
{{Creatures}}
 
{{Category|Humanoids}}
 
{{Category|Humanoids}}
 
{{Category|Races}}
 
{{Category|Races}}

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