![]() ![]() (A Food stockpile is a good idea too.) Assign a Manager, Bookkeeper, and Broker Set up (at least) a Wood and Stone stockpile nearby to keep those out of the way, or you can just leave them where they fall for now. Instead of an All Stockpile, make your first a Custom, and select everything except corpses, refuse, wood, and stone - those resources will fill up your stockpile too fast. Image: Bay 12 Games/Kitfox Games via Polygon Create a Custom Stockpile that excludes the materials that take up the most space. It’s fine to start with an All Stockpile for everything - just a place to collect your resources in one easy-to-access location - but it’ll quickly fill up with other stuff like wood and stone. When you place one, you’ll get to chose what gets stockpiled there. You’ll lay them out with the Stockpile menu (p). Stockpiles are places where your dwarves store stuff - food, lumber, doors, beds, rocks, gems… everything. It makes sense to make this your fortress’ entrance. It requires a 5x5 space for the Depot itself, three units of some construction material, and a three block-wide path that leads to the outside so the trader’s wagons can access it. There are a lot of options here, but the most important for your first several fortresses are setting Aquifer (Light) and Aquifer (Heavy) to No, River to Yes, and Soil to T. Image: Bay 12 Games/Kitfox Games via PolygonĬlick the “find embark location” button in the lower right. There’s even a search function to help you out here. To pick your own, though, there are a few things to keep in mind - basically a manual version of the same things the tutorial does for you automatically. The tutorial will pick one for you with everything you need. With enough hard work and planning, you can probably carve a fortress out of just about any location, but it’s much easier to start yourself with as many advantages as you can. Once you’ve created a world, you’ll need to pick an embark location. Once your world is created, it’s time to find a new home. Lower settings mean fewer and less varied metal ores and minerals - and you’ll want options. Natural savagery means you’re more likely to end up in a place with hostile (or giant) creatures. These are named, legendary, and deadly creatures that wander around causing problems. The number of beasts determines how many Forgotten Beasts roam your world. Until you’re ready for more fun (read: chaos), set the number of beasts and natural savagery to medium or lower.The number of sites controls how many settlements each of those civilizations have. You still want someone else out there to trade with, but too many other civilizations will take up valuable real estate. Set the number of civilizations and maximum number of sites to medium or lower. ![]() This also reduces how long the world takes to generate.
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