
Find an area with soil rather than rock, not too far from your river. Later on this will be demolished and paved over, but right now the priority is to get a hobbit-hole going. *My first fortress entrance is a down staircase.

SITING THE FORTRESS AND SURVIVING YOUR FIRST FEW DAYS * STRIKE THE EARTH! Embark on your journey. Then move the starting area around until it actually contains the river. You can get by without any of the things I want, but either of the things I *don't* want will kill you dead unless you know what you're doing. I'm looking for at least one soil layer (preferably sand), a river, flux stone and metal, trees, no aquifer and a biome that is not evil. * Picking a site: I use the search function. You want one anvil, two picks, one axe (trees are cut down with battle axes), one bucket, one crutch, 2 thread, 2 cloth, 1 male cat, 1 female cat, 10 of each alcohol, 20 plump helmet (it's a plant, and is worth its cost), 5 of each seed that isn't plump helmet spawn, 1 of each type of fish, and then use up the last of your points by buying 1 each of as many types of meat as possible. * Picking equipment: All equipment should be the cheapest possible. One is a fish cleaner, jeweler, architect and mechanic. Two dabblers (low skill levels) as follows: One is a grower, brewer and cook. Five specialists (high skill levels) as follows: Two are miners and nothing else. * Picking dwarves: Sell one of your axes so you can afford skills for your dwarves. The one thing I change from the default controls is that I rebind numpad '*' to move up a Z-level and numpad '/' to move down one. Not including the user interface controls, the only way to learn those is to tool around doing things (the mysterious UI incantation 'umkh', by the way, means that those four keys are used to control a cursor somewhere on the screen). It's all organised around a central staircase and most journeys your dwarves take will be relatively short. The concept is that the fortress is horizontally compact and each layer will eventually be specialised for one particular thing. A higher value dormitory will give better thoughts than a meager one.So I'll describe the first hour or so of a fortress kind-of by the numbers, just to give you an idea of what I do. Having individual bedrooms requires more space and resources, but greatly contributes to happiness, however, it's a good idea to have at least one dormitory to accommodate newly-arrived immigrants. Dwarves will sleep on the dormitory ground if there are no unoccupied beds, however this will give them a negative thought. Dwarves don't all sleep at the same time, so even a large fortress generally only needs a handful of beds. The dormitory will automatically include every bed in the area you highlighted.

Press q, highlight that bed, and then press r, then -/ + until you have the size you want. To create a dormitory, first, construct a bed in a carpenter's workshop, and place it near the middle of the future dormitory area, using b- b. Instead of hosting the military, dormitories host civilians, although military members may sleep on a bed in the dormitory. Dormitories are a type of multiple-bed bedroom, similar to the barracks.
