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The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.
 
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.
  
The arrow keys control the X cursor in the center "Region" view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.   
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The arrow keys control the X cursor in the center "Region" view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|Shift}}-{{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} will resize the embark location.   
  
 
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.
 
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.
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===Biomes===
 
===Biomes===
{{Main|Biome}}
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<small>Main article: [[biome]]</small>
  
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]].  
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]].  
  
In the above image, the biome is "Temperate Savanna", and the region the biome is part of is given a specific name: "The Velvety Hill", part of the continent "The Jade Horn-Land".  
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In the above image, the biome is "Temperate Savanna", and the region the biome is part of is given a specific name: "The Jade Horn-Land".  
  
 
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
 
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
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====Climate====
 
====Climate====
{{Main|Climate}}
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<small>Main article: [[climate]]</small>
  
 
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates.  
 
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates.  
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====Plant Life====
 
====Plant Life====
{{Main|Tree|Shrub}}
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<small>Main articles: [[tree]]s and [[shrub]]s</small>
  
 
Seen in the above image as "Trees: Sparse" and "Other Vegetation: Moderate".
 
Seen in the above image as "Trees: Sparse" and "Other Vegetation: Moderate".
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====Surroundings====
 
====Surroundings====
{{Main|Surroundings}}
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<small>Main article: [[surroundings]]</small>
  
 
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.
 
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.
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====Layers====
 
====Layers====
{{Main|Layer|Ore|Stone}}
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<small>Main articles: [[layer]], [[ore]] and [[stone]]</small>
  
 
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.
 
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.
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====Aquifer====
 
====Aquifer====
{{Main|Aquifer}}
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<small>Main article: [[aquifer]]</small>
  
 
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.
 
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.
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Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.
 
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.
 
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means "nearby goblins are more likely to attack you." If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even "Dwarves" appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red "-" marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.
 
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means "nearby goblins are more likely to attack you." If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even "Dwarves" appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red "-" marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.
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*Your Civilization - indicates all Dwarven civilizations in the world. {{k|*}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.
 
*Relative Elevation - Shows the land height relative to the lowest point in the region.
 
*Relative Elevation - Shows the land height relative to the lowest point in the region.
 
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).
 
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).
  
 
===Reclaiming a fortress===
 
===Reclaiming a fortress===
{{Main|Reclaim fortress mode}}
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:''Main article: [[Reclaim fortress mode]]''
 
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].
 
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].
  
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* Miner: Adequate Miner
 
* Miner: Adequate Miner
 
* Woodworker: Novice Carpenter, Bowyer
 
* Woodworker: Novice Carpenter, Bowyer
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker
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* Woodcutter: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, Potash Maker
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic
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* Stoneworker: Novice Engraver, Mason, Mechanic, Building Designer
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter
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* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter
 
* Fisherdwarf: Novice Fisherdwarf
 
* Fisherdwarf: Novice Fisherdwarf
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner, Leatherworker, and Fish Cleaner
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* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker
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One of these will be randomly flagged as Expedition Leader at the start.
 
One of these will be randomly flagged as Expedition Leader at the start.
 
<!--Note: Last Updated for v0.31.12-->
 
<!--Note: Last Updated for v0.31.12-->
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===Prepare Carefully===
 
===Prepare Carefully===
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.
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Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points.
  
 
====Using the menu====
 
====Using the menu====
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====Skills====
 
====Skills====
{{Main|Skills}}
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<small>Main article: [[skills]]</small>
  
 
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of "Proficient"). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.
 
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of "Proficient"). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.
 
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.
  
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly-skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.
  
 
====Supplies====
 
====Supplies====
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.  
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The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.
 
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:* 2 Copper [[pick]]s
:* 2 Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)
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:* 2 Copper battle [[axe]]s
:* 2 Copper [[battle axe]]s (or bronze battle axes if your home civilization has no access to copper)
 
 
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)
 
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)
:* 1 Wheelbarrow (If possible)
 
 
:* 60 units alcohol (20 each of 3 random types<sup>1</sup>, 12 free barrels)
 
:* 60 units alcohol (20 each of 3 random types<sup>1</sup>, 12 free barrels)
 
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s
 
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s
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:* 2 dogs (random sex)
 
:* 2 dogs (random sex)
 
:* 2 cats (random sex)
 
:* 2 cats (random sex)
:* 2 random cow/ox/mule/horse (random sex)
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:* 1 random cow/ox/mule/horse (random sex)
  
 
Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.
 
Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.
 
Cats and dogs are only included in the Play Now! package, you have to go into the pets list and add them when you Prepare Carefully.
 
  
 
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].
 
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].
  
 
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).
 
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).
 
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.
 
 
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.
 
  
 
====Saving a starting mix====
 
====Saving a starting mix====
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==Embark Strategies==
 
==Embark Strategies==
{{Main|Starting build}}
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<small>Main article: [[starting build]]</small>
  
 
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.
 
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.
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'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them <s>you're screwed</s> you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).
 
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them <s>you're screwed</s> you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).
  
'''Yes, I Do Need That''' - <s>never</s> <s>don't</s> <s>NEVER</s> DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).
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'''Yes, I Do Need That''' - <s>never</s> <s>don't</s> NEVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).
  
 
==See Also==
 
==See Also==

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