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« on: February 06, 2012, 11:20:25 pm »
1. The first 7 dwarves always like working outdoors. Otherwise, it's an uncommon personality trait amongst the dwarven species. This is almost certainly intended, to showcase the fact that those 7 are the sort who would go out into untouched wilds to attempt to make a new home; everyone else who comes later comes to a place that has at least nominally been settled, so they don't need to lack hate of the endless sky so much.
2. Once you've selected a place for your fort, your fort remains there. There are plans to make it possible to extend a fort's influence further, but for now, your settlement's borders, as defined on embark, are what can be affected and viewed. You can see more of the world in adventure mode if you want, though, as adventurers can (in theory, at least) go anywhere within a generated world.
3. Farm for food and brew plants you grow. Having exactly one farmer who does nothing else but farm can provide enough plants to feed and booze a whole very large fort, while more than one farmer is actually less effective since less-experienced growers get fewer plants per seed, tile, and time and more farmers cause less skill gain for each of them. Around 20-25 tiles of farm plots should be sufficient for 100 dwarves. Your stills should be working most of the time, too, and for the first couple of years so should your barrel production to keep up with the stills.