Gnomoria FAQ v0.3 - by Mac13eth

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| Table of Contents|                                       |         |
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0. Introduction. . . . . . . . . . . . . . . . . [Intr]
1. Getting started . . . . . . . . . . . . . . . [Strt]
  a. Spring, Year 1 . . . . . . . . . . . . . . [Y1SP]
  b. Summer, Year 1 . . . . . . . . . . . . . . [Y1SU]
  c. Fall, Year 1 . . . . . . . . . . . . . . . [Y1FA]
  d. Winter, Year 1 . . . . . . . . . . . . . . [Y1WI]
  e. Year 2 . . . . . . . . . . . . . . . . . . [Y2XX]
2. Technology Tree . . . . . . . . . . . . . . . [Tech]
3. Item Quality. . . . . . . . . . . . . . . . . [Qual]
4. Gnome Needs . . . . . . . . . . . . . . . . . [Need]
5. Military. . . . . . . . . . . . . . . . . . . [Mili]
6. Mining. . . . . . . . . . . . . . . . . . . . [Mine]*
7. Base Planning . . . . . . . . . . . . . . . . [Plan]*
8. Lists . . . . . . . . . . . . . . . . . . . . [List]*
9. Legal . . . . . . . . . . . . . . . . . . . . [Last]
 * = unfinished placeholders

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| Introduction     |                                       | [Intr]  |
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  Let me start by saying that I am a fan of sandbox games and
resource management games.  Before I discovered Gnomoria, one of my
favorite games was Minecraft.  Gnomoria is a similar game to Dwarf
Fortress, but with a graphical interface and gameplay differences
that make Gnomoria distinct.  If I had to describe Gnomoria without
mentioning Dwarf Fortress, I would call it a cross between The Sims
and Minecraft.
  My primary goal in creating this guide is to assist other players
of Gnomoria.  I intend to update this guide as the game updates, but
updates are quite frequent right now, so I admit the guide may be a
bit inaccurate.  To mitigate those inaccuracies, I intend to focus on
the general strategies and information that should remain viable
after updates to the game.
  If you have questions about this guide or the game, please make use
of the gamefaqs message system to contact me.

The guide should be up-to-date with Game Version 0.8.27

Guide Version 0.3       - Updated to reflect overhaul of 0.8.25
                        - Added Military section
Guide Version 0.2       - Added Getting Started
Guide Version 0.1       - started this guide
                        - Created headers
                        - Added Tech Tree, Quality, and Needs.

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| Getting Started  |                                       | [Strt]  |
+--------+---------+---------+---------+---------+---------+---------+
  Your gnomes need a lot right from the start, so it can be tricky
deciding what to do first.  This section will give you a workable
order in which to do things for the first in-game year.  There are
certainly other ways to start off, so don't be afraid to experiment
as you go.  However you decide to start, one goal should be to avoid
amassing too much wealth (more wealth means more powerful goblins).
  For your first game, you should consider a small or even tiny map.
There will still be plenty of resources, but you won't have to scroll
as much to see your entire domain.  Learning to keep your kingdom
small will make it easier to defend later.  Playing through the one
year on 'peaceful' will help you get the hang of the controls and how
to organize, but I will assume you are playing Normal difficulty.  If
you do choose to start on peaceful, start a new kingdom when you are
ready for enemies, you don't want to dump bronze-wielding Goblins on
Gnomes that have never even fought a badger.
  One final tip before I start the walk-thru: the bottom menu does
not (yet) contain all options.  The right-click menu is the only
place to access some Gnome orders, in particular: digging wells and
planting groves.  Personally I prefer the bottom menu, so I hope this
minor annoyance is resolved in the next update.

--- Spring, Year 1 ---                                      [Y1SP]
   In the first spring there are essentially seven tasks: find some
raw stone for building, set up a pasture so your yaks can thrive,
start tree groves so you will have enough wood for the long haul,
start farming so your Gnomes can eat next season, begin digging out
your base so your Gnomes have a place to sleep and work, build the
basic workshops so you can produce what you will need, and designate
areas in the base for your Gnomes to spend their off-work time.  If
you have the resources/time, you should also try to build a market
stall by day 4 (this will let you 'sell' all that worthless dirt).
All of these tasks can be done in parallel, so don't wait to finish
one before starting on the next.
   If you are playing on normal, you will probably have wild animals
show up and try to cause trouble.  Putting all of your Gnomes into
squads will allow you to control what they attack and what they avoid.
(I used to consider this optional, but armor is more difficult to make
now, and this method mitigates the risk of an underequipped military.)
   Pausing often will make multitasking easier.  If you focus on just
one task and let your Gnomes do the same you will quickly notice many
of them just standing around eating or drinking.  I especially like
to pause to enter any building or mining commands so that I can cancel
the job if I mis-click.  (The Pause quick-key is spacebar by default.)
  First Spring to do list:
     * Establish militias
     Find raw stone
     Establish pasture
     Establish groves
     Establish farms
     Dig base
     Build workshops
     Designate areas
     * Build market stall

  -- Establish militias --
     If you are playing on Normal or even Easy difficulty, your
  Gnomes will see a honey badger before they are really equipped to
  fight it.  The wild animals in the game are much more dangerous
  than the Goblins initially.  To keep your Gnomes from feeding them-
  selves to bears, you should put them in squads for better control.
     You can either pause and set up the militias early, or wait
  until an enemy is spotted.  Start by creating a new uniform that
  wears no armor but can use any weapon (later you can modify this
  uniform as you have armor to spare).  Create a matching position
  and formation for this uniform; use the militia perk so that they
  will keep working; set them to retreat if bleeding, avoid enemies,
  and respond to attack orders, but NOT defend Gnomes (defend Gnomes
  means that when an enemy is spotted, they will run to attack it).
     Create a couple squads in that formation and assign every Gnome
  to them.  Now when a badger or whatever is spotted, the Gnomes will
  avoid it, unless you tell them to attack.  Until you have better
  equipment, only tell your Gnomes to attack Goblins.  The wild
  animals will be happy to stay away if you don't attack.  Later you
  can create a dedicated military and arm them to take on bears.

  -- Find raw stone --
     If you are lucky enough (I never am) you will have some patches
  of raw stone exposed on the surface.  If that is the case, dig
  stairs down so your Gnomes can get back out, then mine the stone.
  To get the stone from the floor, use the remove floor command after
  mining underneath (gnomes may fall, but can get out thanks to the
  stairs).
     If you don't have the luck of a leprechaun, you'll need to dig
  down to reach stone.  I prefer to start at the lowest elevation on
  the surface of the map and dig down from there.  This way you can
  build your base off of this mine and not have to worry about
  running out of room inside a hill.  Start by digging stairs down,
  then mine a small area around them, then dig another stair down.
  Keep digging down like this until you reach stone.  You will only
  need four raw stone right off the bat, but dig out a large room so
  that you will have stone to spare.
     If by some bad luck you find an open area underground, block off
  the area and dig elsewhere for now (open areas can spawn enemies).

  -- Establish pasture --
     The game gives you 2 yaks to start, a breeding pair.  So while
  your miners are digging for stone, you should create a pasture so
  that you can start producing more yaks.  The 'ideal' size
  for the pasture is 42 (6x7).  This pasture size will allow you to
  have 1 male and 6 females: the perfect ratio that will give you a
  new yak birth each day.
     Unfortunatelty for your yaks, you need to make a bone needle to
  build a Tailor workshop and the tailor is needed to make the vital
  bandages that keep your Gnomes from bleeding to death after their
  first fight.  As soon as you have your butcher shop and a third
  yak, you will need to slaughter one of the yaks to get the bone
  (getting bones from wild animals is far too dangerous without
  bandages).  Be mindful to keep a breeding pair when you pick the
  yak to sacrifice.

  -- Establish groves --
     You will need far more wood than you can imagine.  You should
  have three types of trees on your map.  Pine trees grow the fastest
  but their products are worth the least.  Birch and Apple wood are
  worth about the same, but Apple trees (obviously) produce fruit for
  food and wine.  I recommend growing all three types: I use pine for
  building workshops and making into coal, birch for making
  furniture, and apple for the fruit.  Once you have a safe food
  supply, those apple trees can also make nice furniture.
     Start by chopping down pine trees near where you want to set up
  your base (this cleared land could be used to farm later).  Set up
  a stockpile for clippings only.  Harvest any fruit with the forage
  command then, take clippings from all the birch and apple trees in
  the area.
     You should now have a lot of clippings of all three types.
  Remember that 'plant grove' is only on the right-click menu and
  make a good sized grove of each type of tree (I typically start
  with 5x10).  When you create groves, your woodcutters will
  automatically cut clippings, plant trees, and fell trees for wood.

  -- Establish farms --
     You will need to start some farms.  The game gives you plenty of
  wheat and strawberry seeds, so plant those first.  I have not yet
  found an ideal farm size, but you start with 32 seeds, so I usually
  start with 4x8.  You will also need a lot of cotton, but you will
  need to gather those seeds.  Wild cotton plants look like bushes
  with white spots; forage any of those nearby.
     Before you order your farmers to plant the cotton, make a
  stockpile for seeds and 'build' two bags there (the two bags you
  started with will be moved).  Once your haulers have started moving
  the seeds, have the farmers start a large cotton farm.
     It will take a day or two for the crops to appear, but your
  farmers can take care of all that without further input from you.
  Until you create the necessary stockpiles, the farm products will
  remain on the farm land without any disadvantage.

  -- Dig base --
     A fully functioning Gnome kingdom needs a lot of space for
  workshops, storage, quarters, and a dining hall.  To make expanding
  easier, I prefer to build my base on several levels, all around a
  central stair.  I will give more design tips in a later section,
  so for now just do what feels/looks right to you.
     You will need space for many 3x3 workshops and the related
  stockpiles.  You will need a great hall (true, this could wait, but
  I find it easier to dig out the space now and improve it's worth
  later).  You will also need space for a basic dormitory until you
  can build enough personal quarters; I like to have room for nine
  straw beds with space to breath, but a small room is still
  functional with enough beds.
     Remember to leave space for torches when imagining your floor
  plan.  Stockpiles work best when they are right next to the
  workshops, so try to have space for related workshops and the
  stockpile in the same room.

  -- Build workshops --
     The new crafting system requires that you start with a crude
  workbench, but we will make that obsolete before long.  As soon as
  you have a log and some raw stone you can start building your
  workshops.  Because the crude workbench is essentially useless once
  better workshops are built, I like to build mine outside.  I also
  recommend building two of them, one to act as a temporary sawmill,
  the other to assemble what is needed for the other workshops.
  To keep your worker from having to walk too far, I also recommend
  setting a temporary log stockpile nearby.  Get started making
  pine planks by setting a "craft to" of 10.
     Many workshops now need materials that must first be made at
  other workshops, so it is hard to decide how to organize for
  optimal product flow.  I will go into more detail in a dedicated
  section, but for now I recommend organizing by raw material, ie
  wood with wood and stone with stone.  Later on, clever stockpile
  designations can keep your workers efficient.
     There are eleven other workshops that you should try to finish
  by the end of the season.  With just the items you can make from at
  the crude workbench, you can build: Carpenter, Stonecutter, and
  Stonemason.  I recommend building the Carpenter first, then you can
  use the Carpenter to build the rest of the workbenches and chairs
  that you will need.  Start making stone blocks as soon as your
  stonecutter is built.  Once the stonemason is complete, you should
  consider making any additional tables or chairs from stone instead
  of wood, depending on what you have on-hand.
     Once the stonemason and carpenter are built, you have the
  ability to craft everything needed for the next tier of workshops:
  Butcher Shop, Distillery, Furnace, Kitchen, Loom, and Sawmill.
  With the addition of the sawmill, you no longer need your crude
  workbenches and should dismantle them, or just stop using them.
  Start making food and drink at the kitchen and distillery as you
  can.  The loom will make cotton fiber into cloth, but keep some raw
  cotton back for padding later.  The furnace allows you to make
  coal, so make what you need to install enough torches to light your
  base (you'll need to give one of your Gnomes the smelting skill, I
  recommend adding that skill to the Rancher).  Set the butcher to
  auto butcher any corpses and excess livestock so you can have meat,
  bones, and hides.
     The last two workshops needed for this season are the Bonecarver
  and the Tailor.  The bonecarver is useless until you have killed
  something, but once you have you can make the bone needle which is
  needed only for the tailor.  After that, carving bones is a great
  way to make trade goods.  At the tailor, you can make bandages (I
  recommend stockpiling a full crate as you can spare the cotton) as
  well as mattresses for beds later in the year.

  -- Designate areas --
     A great hall will help attract new Gnomads and beds will help
  your Gnomes stay active for longer periods.  Designate a great hall
  where it will best serve your surface workers and your miners.  Due
  to a fluke currently (0.8.26) present in the code, Gnomes will
  never make use of a different dining hall, so I don't bother making
  others.  At this point I typically have far more stone than wood,
  so I make tables and chairs from stone to place in the hall.  The
  value of the walls, floor, and furniture of your great hall is
  quadrupled when determining how many new Gnomads arrive, so making
  improvements here first is ideal.  Note that when choosing enemies
  to invade, the game does not multiply the value of the hall.
     Designate another room to be a dormitory and build nine straw
  beds (only on the right-click menu).  You can build real beds in a
  dormitory instead, but I prefer to save those for private rooms.
  Once the dormitory is done, you can start mining out an area for
  private rooms near-by, adding beds and designating bedrooms as you
  have the supplies.
     At this point, most of the items in the game should have an
  assigned stockpile.  Designate additional stockpiles if any are
  needed and craft/build the necessary bags, barrels, and crates to
  hold what is being stored.  Bags are used for seeds, clippings,
  wheat, raw cotton, and raw wool.  Barrels are used for wine, beer,
  and milk.  Straw, soil and raw stone are stacked on the ground.
  Crates are used for storing everything else.

  -- Build market stall --
     This task is really optional at this point, but you will need
  one eventually.  A merchant will show up on day 5 of spring if you
  have built a market stall by the end of the 4th (ie midnight).  At
  this point you won't have much worth selling and most of what you
  do have you still need.  The merchant will "buy" your dirt for 0
  trade value, so let him have it.  Personally, I like to keep some
  dirt for terrain-scaping, but I have much more than I could ever
  use.  You should also keep your clay because it can be made into
  statuettes which you can sell.  If you are interested in buying
  more of what the merchant has to offer, take a look at the merchant
  task for the summer.

--- Summer, Year 1 ---                                      [Y1SU]
   Your first summer brings with it your first Gnomads.  Deciding
what to do with these Gnomes can sometimes be hard, but remember that
more will always come.  Defining a proper military and equipping them
should happen before summer passes.  Summer will also bring several
merchants to trade with; getting the most out of them can make a big
difference.  Cheap raw materials can be made into excellent trade
goods, so set up those workshops and produce what you can before the
merchants leave.  By now you should have enough wood to furnish basic
private rooms for all of your Gnomes.  Lastly, you will probably
be able to start making armor by building a few more workshops.
  First Summer to do list:
     Assign Gnomads
     Establish military
     Build market stalls
     Build craft workshops
     Finish private rooms
     Build armor workshops

  -- Assign Gnomads --
     Depending on how many Gnomes you lost to wild animals in the
  spring and how much you managed to produce, you will get a number
  of new Gnomes to bolster your kingdom.  I recommend creating two
  new professions for some of these newcomers.  The first is soldier;
  this profession needs no duties, but making them tailors will allow
  them to help replenish bandages.  The second is cook; the cook
  profession should have cooking, brewing, and the miscellaneous craft
  of pottery (turns clay in to valuable goods at a kiln).
     I usually look at the starting skills for the new Gnomes to
  decide where to put them, but after a season on the job any starting
  skills will be irrelevant because of the experience gained in what
  they were actually doing.  If you know you need a new builder,
  it is handy to pick the Gnomad with the highest construction skill.
  Let your kingdom's need outweigh the starting skills.
     If I have enough Gnomads, I make one a cook and put five into
  a military unit as soldiers.  If I have more after that, I consider
  adding a metalworker/blacksmith.  With the summer Gnomads, I like
  to have 2 or 3 builders, 2 or 3 miners, 2 or 3 woodcutters, 2 or 3
  farmers, 1 or 2 ranchers, 1 cook, 1 blacksmith, and 5 soldiers.
  Any combination can work though, it just depends on how you play
  and how busy you want your gnomes to be.  Remember to add the
  non-fighters to militia squads for their safety.

  -- Establish Military --
     I will go into more detail in the military section, but for your
  first unit of soldiers, let them wear any armor (they will pick the
  best available automatically) and let them use any two-handed
  weapon.  'Guard' and 'eyes open' make good choices for perks.  Set
  them to retreat if bleeding, and respond to attack orders but not
  to avoid enemies nor defend Gnomes.  This will keep them from going
  after every spotted bear while they are underequipped; once you
  have most of them in full armor, turn on defend Gnomes.  Most will
  be unarmed at this point, but Goblins will be arriving with a
  shipment of weapons soon enough. For the first year, Goblins will
  provide you with all the weapons you need.
     So that your squad is ready when the Goblins arrive, build a
  training ground on the surface near your entrance and set the squad
  to train there.  (You will need to make a couple of training
  dummies at the carpenter.)  When a Goblin is spotted, they will
  automatically stop training to attack the enemy.  Training grounds
  are superior to guard posts (when space allows) because the
  soldiers will make use of their time gaining experience rather than
  standing about.

  -- Build market stalls --
     By the end of the 4th day of Summer you should have a minimum of
  one market stall, but three is ideal.  You can build the necessary
  tables and chairs from wood or stone, whichever you have more of.
  Three market stalls will allow upto three merchants to set up shop
  and give you a nice variety of goods to buy.  I typically put the
  market stalls near the entrance, but they will function anywhere
  that is accessible.
     If you have the goods, try to get a male and female alpaca (one
  pair can breed to a herd).  You should buy as much tin and copper
  as you can; you can often buy more than you would be able to mine.
  It is never a bad idea to stock up on: logs, any seeds you need,
  wheat, or cotton.  Trade away any dirt you don't want.  You
  probably have a surplus of wheat straw, so sell some off.  I do not
  recommend buying silver or malachite at this time, it will increase
  the strength of the Goblins with very little gain for your Gnomes.

  -- Build craft workshops --
     At this stage of the game, clay and stone are plentiful, but
  selling them raw won't get you much.  Build a Stonecarver near your
  stone stockpile and a Kiln where ever you have the space.  I don't
  typically have much wood to spare, but if you do, add a Woodcarver
  near your wood supply.  Set up a separate stockpile for these
  crafts someplace (maybe near the kiln or market); all crafts can be
  stored in crates.
     Set up the kiln to make statuettes on repeat (clay bricks aren't
  worth it so you won't need the clay anywhere else).  Setup the
  stonecarver to "craft to" a reasonable number of statuettes or pet
  rocks or both; I usually aim for 32 of each.  Woodcarver can be
  setup like the stonecarver.  The bonecarver also makes statuettes,
  but you may want to save some bones for armor.  The merchants stick
  around for a couple days, so just make as much as you can in that
  time and store some crafts for the fall merchant.

  -- Finish private rooms --
     Summer should bring in enough wood, cotton, and straw to build
  beds for every Gnome.  Use birch or apple wood to make the bed
  frames for your private rooms, this will keep your Gnomes active
  for longer periods between sleeps.  If you have the wool, use wool
  instead of cotton for the matresses.  Tight, cramped rooms will
  work, even without walls, but I prefer to have more realistic
  apartments for the Gnomes.  I make long halls of 3x3 rooms, each
  with a bed and a torch.  To keep kingdom worth down, they start
  with dirt walls.  As I get ready for more danger, I replace the
  walls with birch or applewood planks and add statues.  The only
  feature a private room truly requires is a bed, even a straw bed
  will work if you want to establish the layout before you have the
  supplies to make proper beds.

  -- Build armor workshops --
     Adding a Leatherworker will allow you to make armor from your
  growing supply of hides.  Set the leatherworker to make armor
  starting with the head and chest pieces to protect against lucky
  hits.  It is hard to manage "craft to" for armor because armor
  being worn counts towards hitting the goal.  If you want to try
  craft to, set each piece to be crafted to the number of Gnomes you
  want wearing it, double the number for peices like gloves that are
  needed in pairs.
     A Forge will allow you to make metal bars from the ore you might
  be mining or buying from the merchants.  Once you have both tin and
  copper bars, you can start making bronze.  Your Gnomes will
  probably survive just fine with leather armor, but bronze armor is
  much better.  To build an Armorer, you will first need to build a
  Blacksmith for the ball pein hammer.  Build an armorer workshop
  when you have the right items.  Goblins will often bring helmets
  and breastplates, so I prefer to use my metal for the other pieces
  of armor until my troops are wearing only metal.
     Bone armor, which can be made at the bonecarver, is a little
  better than leather, but not as good as copper.  If you combine all
  three types of armor, your dedicated soldiers can be equipped
  easily.  Keep in mind that armor-making requires a steady supply of
  padding, so setting up a 'craft to' at the tailor is a good idea.

--- Fall, Year 1 ---                                        [Y1FA]
   Fall is primarily about preparing for winter, but our base is not
yet complete.  By now you've probably lost a Gnome or several to wild
animals or Goblins, reassessing the militias now that you have better
equipment will help prevent that in the future.  We can finish
building the rest of the technology tree, if you have the resources.
No plants grow in the winter, so we need to make sure we'll have
enough food and drink to last the season.  Mining deeper will be
needed to find coal and ore for the future.
  First Fall to do list:
     Assign new Gnomads
     Revise militia
     Build remaining workshops
     Stockpile food & drink
     Mine deeper

  -- Assign new Gnomads --
     Even if you didn't have any deaths in summer, your worth has
  probably earned a couple more Gnomes.  If you lost soldiers, be
  sure to refill your squad.  Now is a good time to add an Engineer
  and Jeweler.  If you have a lot of Gnomads, either put them in
  professions where you feel short-handed or start another squad.

  -- Revise militia --
     You should already have all of your Gnomes is squads, but by
  now you probably have some surplus armor that you don't need for
  your primary combat troops.  Rather than letting your Gnomes
  fight over who gets those, it is better to set up a new uniform
  and give armor to the most dangerous occupations first.  For the
  new uniform, set every armor slot to bone (mix in leather if you
  don't have much bone armor) and create new militia positions and
  formations for the new uniform.
     So that you can more easily keep track of who gets armor, create
  a new squad just for the profession that you want to equip (ie
  woodcutters) and then assign everyone of that profession to the
  squad.  Start with the professions most likely to encounter an
  enemy first: Woodcutters, Miners, Farmers, and Ranchers.  Either
  leave the indoor professions in the militia squads you created
  initially, or create squads for those professions too, but keeping
  the no armor uniform for now.
     As you get better armor for your dedicated military, you can
  upgrade the militia uniforms so that the militias will use the
  hand-me-downs.  Give the safer professions armor as it becomes
  available as well as no profession is ever completely safe.  Once
  your main combat squad has seen a season or two of training, you
  should consider turning off "respond to attacks" for the other
  formations.  Once the soldiers are fully armored in bronze (or
  better) you can enable Defend Gnomes and let them hunt bears as
  they are spotted.

  -- Build remaining workshops --
     As resources allow, you should build the remaining workshops.
  The Weaponsmith is self-explanatory, but I would avoid making
  weapons until you have all of the armor that you want.  The
  Metalworker allows you to make valuable statues which can be placed
  as furniture to increase the value of a room.
     When you start finding gems, the Gemcutter and Jeweler workshops
  are good ways to make valuable trade goods.  Assigning a single
  Gnome to the Jeweler profession is usually enough.  I found no
  drawback to setting cut gems to "repeat", but for jewelry I
  recommend keeping direct control.
     You will need to build a Machine Shop to make the wrench needed
  to build the Tinker Bench and Engnieer Shop.  After the wrench,
  everything else from the machine shop and engineer shop will need
  to be invented by engineers tinkering.  Engineers will work at the
  tinker bench endlessly if they have no other work, so keep thier
  personal room close by to maximize efficiency.  Eventually some
  very nice ranged weapons and traps start being invented.
     The Well is only on the right-click menu, and can only be built
  over water, but it might save your kingdom in winter.  Thirty
  Gnomes can easily go through 300 to 600 drinks in a season.
  Without fresh strawberries and apples to make wine, you might run
  out.  A well can be the difference between life and death.  If you
  don't have any standing water for the well, you can collect rain to
  make your own pond.  Dig a 3x3 pit with a single ramp out, then
  build dirt walls to divide the pit into five cells by placing dirt
  walls (rain only collects in small spaces unless water is already
  present).  Once the water level is around 25%, dig out the added
  walls and you'll have an artifical pond and additional rain will
  continue to collect.
     Diagram: 1) XXXXX   2) XXXXX   X= level ground
                 X...X      X.X.X   .= dug down
                 X...X      XX.XX   ^= ramp down
                 X...X      X.X.X
                 XX^XX      XX^XX

  -- Stockpile food & drink --
     You should have a nice herd of yaks by now, producing milk and
  meat.  If you haven't already, set up "craft to" orders in the
  kitchen for sandwiches, sausages, and bread.  Your Gnomes will need
  about 10 sandwiches each for the winter, but they will eat sausage
  without bread and vise-versa.  With a dedicated cook you should
  have no trouble keeping up, unless you run out of wheat and meat.
  If you are short on yak meat, remember that goblins taste great
  too.  If you are worried about your food supply, consider
  suspending your distillery and letting your Gnomes drink milk and
  water for a while. Milk and water do not quench thirst as much as
  beer and wine though, so only do this as a temporary solution.

  -- Mine deeper --
     To get a significant amount of ore for equipping your military,
  you will need to mine deeper.  Take a look a the mining section
  below for specific patterns and tips, but in general you will need
  to be lower than -10 for copper and tin, and below -50 for iron.
  The monsters that spawn in dark areas are beatable with copper, but
  place torches every 10 tiles to be safe.  The beetles that lurk and
  multiply in natural caves can be hard even with bronze equipment,
  so I recommend continuing to block off any open areas that you find
  and dig elsewhere.
     I would not recommend just digging straight down to the iron
  layers and branching out, there is too much risk of hitting an
  unexpected cave.  Create some branches at each level to find caves
  before you dig down into one.  For the first year, just try to mine
  copper and tin.  If you see silver, consider leaving it in the wall
  for now, until your military is ready for Ogres.  A few silver bars
  for jewelry should be plenty.

--- Winter, Year 1 ---                                      [Y1WI]
   Winter is mostly about surviving with few resources.  Your crops
will stay planted, but you won't get any harvests for the season.
Any tree groves will also remain dormant.  Luckily, yaks and alpacas
still produce milk, wool, and (as you butcher the excess) meat.  Your
farmers and woodcutters will have nothing to do, so winter is a good
time to temporarily put them into construction and build a wall.  You
will need a lot of stone for your wall, so keep your miners busy
looking for ore.  Also note that no merchants arrive in winter.
  First Winter to do list:
     Assign new Gnomads
     Build a wall
     Mine deeper

  -- Assign new Gnomads --
     By now you should have at least one Gnome assigned to each of
  the pre-defined professions, plus a cook and a full squad of
  soldiers.  If you have enough after filling in for any deaths,
  consider adding another squad of soldiers.

  -- Build a wall --
     You can certainly build a wall before winter, but I never saw
  much point.  With so many professions useless for a season, I think
  that winter is a perfect opportunity.  Your wall needs to be two
  blocks high to keep any Gnomes walking along the top safe.  It is
  generally easier to build a rectangular wall, but any shape that
  fits the terrain is fine.  You will need to remove any ramps where
  your wall will meet a hill.  Consider lowering any small hills you
  don't want to build over.
     Increase the 'craft to' on stone blocks so that your builders
  have plenty of material and then start by building the lowest
  layer. Build in sections to keep from boxing anyone out and leave a
  small opening near your training grounds so that merchants and
  Gnomads can get in.  Build another training ground if yours isn't
  located near an ideal gate.
     Once the first layer is nearly done, build dirt stairs up and
  build stone block floor over the wall.  Before you start adding
  a layer of walls, build a row of dirt floor all around the inside
  of your wall.  Once this is (nearly) finished, then order the
  Gnomes to add to the wall.  Build the corners first so that
  they don't become unreachable.  Another layer of floor on top will
  allow your guards to walk along the wall.
     If you wall interrupts hills, you can either make the wall a
  layer higher where the ground is lower so the wall is even, or you
  can build stairs on the wall to keep the whole thing accessible.
  Depending on your needs, you can leave or remove the dirt floor
  used in the building process.

  -- Mine deeper --
     Continue to mine deeper in winter.  If you start to run out of
  the stone you are using for your wall, dig out rooms around your
  torches.  Digging down further than -25 is only advisable if your
  squad(s) are easily handling the goblins they are facing already.
  If you find yourself having trouble keeping the area lit, you might
  need to wait until spring so that trees can be used to make coal.

--- Spring, Year 2 ---                                      [Y2XX]
   Starting with year 2, Mants may try to invade.  Keeping your
food stores small may keep the Mants away, if not, be sure to kill
the scout as soon as it is spotted.  Your base should be functioning
smoothly by now, but make any tweeks you think best to manage your
workforce.  For the most part, continue as you have been, but
remember to increase your worth slowly so that you stay prepared for
the increasingly difficult invations.
   Hospitals are not strictly necisary, but having one may help keep
a Gnome from losing a limb/eye.  Your tinkering engineer will
hopefully have invented some ranged weapons by now, so setting up a
ranged squad should be within your means.
  Second Year to do list:
     Assign new Gnomads
     Revisit farming
     Designate hospital
     Craft ranged weapons

  -- Assign new Gnomads --
     Remember to fill in where Gnomes were lost, and keep adding
  Gnomes to the professions that you see getting overworked.  If you
  plan to make a hospital, set up a medic profession.

  -- Revisit farming --
     It seems that Mants only attack if your food and drink stores
  get above 300, and raw wheat doesn't count as either, so keeping
  wheat instead of fruit may keep you from ever seeing a Mant.  The
  wheat can be made into food (bread) and drink (beer), so with
  enough wheat, you don't need strawberry farms at all.  If your
  alpaca herd is large enough, you should consider getting rid of
  most of your yaks; yaks produce milk which the Gnomes don't drink
  until the beer and wine are both gone, so it piles up and counts
  towards the Mant invasion threshold.  I like to keep a few yaks for
  leather and meat but alpacas can actually provide both.  I do not
  recommend emus at all; they produce eggs which are even less useful
  than milk.  Even if your goblin neighbors are providing all the
  meat you need, keep your alpacas for the wool.  If you are
  satisfied with your food and drink situation, you could consider
  suspending your apple grove indefinitely.

  -- Designate hospital --
     Hospitals have debatable use.  Typically, your Gnomes will be
  set to run when they are bleeding and reach bandages in time to
  prevent serious damage.  When serious damage does occur, it has
  minimal game effect.  If you do build a hospital, build it much
  like your first dormitory.  Your medic will try to bring food and
  drink to the patients, so a hospital near your food stockpiles is
  best.  Hospitals need beds and bandages, so be sure to craft enough
  of both.

  -- Craft ranged weapons --
     Once an engineer has discovered them, you can create copper or
  bronze versions of the ranged weapons.  Create a separate squad for
  ranged attacking and set their perks accordingly.  Give them the
  order to maintain distance.  If they are doing their job as
  intended, they may never need armor, but give them some any way.
     Shooting from the walls is effective and looks awesome, so build
  a platform out from your wall (in a place where the shadow won't be
  a problem) and build another training ground on top for the new
  squad.  Having them near your gate opening is recommended.

+--------+---------+---------+---------+---------+---------+---------+
| Technology Tree  |                                       | [Tech]  |
+--------+---------+---------+---------+---------+---------+---------+
  The technology tree in Gnomoria got a major overhaul with the first
update of the year (0.8.25).  All workshops besides the Crude
Workbench now require pieces built at other workshops.  Hopefully
this section will be useful in determining which workshops you can
make next.  Workshops require two to four items to build, but only
the highest technology item needed is listed below. If you can make
the listed piece, you can certainly make the other pieces for the
workshop.  Requires means that the item named is required to build
the workshop; needs means that the workshop is useless without the
material produced elsewhere.  Within each branch, the list is
alphabetical.  Note: everything that can be made at the Crude
Workbench can be made at more efficient workshops (Carpenter,
Sawmill, and Stonemason) so feel free to deconstruct them when done.

Crude Workbench. . . . . . . . . . .(requires only Raw Stone & a Log)
 +Carpenter . . . . . . . . . . . . . . . . . . . .(requires Chisel)
 |  +Distilery. . . . . . . . . . . . . . . . . . .(requires Barrel)
 |  +Loom . . . . . . . . . . . . . . . . . . . . . .(requires Loom)
 |  +Market Stall'. . . . . . . . . . . . . . . . . (requires Table)
 |  +Training Grounds . . . . . . . . . . .(requires Training Dummy)
 +Stonecutter . . . . . . . . . . . . . . . . . . .(requires Chisel)
 |  +Stonecarver. . . . . . . . . . . . . . . . . . . (needs Blocks)
 |  +Stonemason . . . . . . . . . . . . . . . . . . . (needs Blocks)
 |  |  +Butcher Shop. . . . . . . . . . . . . . . . (requires Knife)
 |  |  |  +Bonecaver. . . . . . . . . . . . . . . . . .(needs Bones)
 |  |  |  |  +Tailor. . . . . . . . . . . . . (requires Bone Needle)
 |  |  |  +Leatherworker. . . . . . . . . . . . . . . .(needs Hides)
 |  |  +Forge". . . . . . . . . . . . . . . . . . .(requires Hearth)
 |  |  |  +Blacksmith . . . . . . . . . . . . . . . (requires Anvil)
 |  |  |  |  +Armorsmith. . . . . . . . .(requires Ball Pein Hammer)
 |  |  |  |  +Gemcutter . . . . . . . . . . (requires Cutting Wheel)
 |  |  |  |  +Jeweler . . . . . . . . . . . . . . . .(requires File)
 |  |  |  |  +Machine shop. . . . . . . . . (requires Cutting Wheel)
 |  |  |  |  |  +Engineer shop. . . . . . . . . . .(requires Wrench)
 |  |  |  |  |  +Tinker Bench . . . . . . . . . . .(requires Wrench)
 |  |  |  |  +Weaponsmith . . . . . . . .(requires Ball Pein Hammer)
 |  |  |  +Metalworker. . . . . . . . . . . . . . . (requires Anvil)
 |  |  +Furnace". . . . . . . . . . . . . . . . . (requires Furnace)
 |  |  +Kiln" . . . . . . . . . . . . . . . . . . (requires Furnace)
 |  |  +Kitchen . . . . . . . . . . . . . . . . . . (requires Knife)
 |  |  +Sawmill . . . . . . . . . . . . . . . . .(requires Sawblade)
 |  +Well . . . . . . . . . . . . . . . . . . . . .(requires Blocks)
 +Woodcarver. . . . . . . . . . . . . . . . . . . .(requires Chisel)

   ' = The tables for Market Stall can be made of stone or wood.
   " = These shops also require Bellows from the Carpenter.


+--------+---------+---------+---------+---------+---------+---------+
| Item Quality     |                                       | [Qual]  |
+--------+---------+---------+---------+---------+---------+---------+
  An item's quality is determined randomly when the item is created.
The exact formula is unknown, but it is clear that a crafter with
higher skill has a higher chance to produce better items.  When the
'skill required' for recipes is implemented (currently all recipes
require only 1 rank), the crafter's skill relative to the required
skill will probably be used in the formula instead.  Note that a
Gnome's skills increase in rank with use.
  On the official forums, RoboB0b has given quite a bit of
information on what item quality effects.  Only crafted items will
have a quality, not harvested items or raw materials. Currently,
item quality effects: item worth, trade value, hunger, thirst, and
sleep. A recent update allows item quality to affect weapon and armor
effectiveness as well.  Each item has a base value for worth which is
used to determine how much the item adds to your kingdom worth or
room worth; this base worth is multiplied by the modifier from the
quality to determine the actual worth.  The progression follows the
table below:

  Poor: 0.9
  Average: 1
  Fine: 2
  Superior: 3
  Masterful: 5
  Legendary: 10

  The same multipliers are also applied to an item's trade value with
a visiting merchant.  This makes fine and superior statuettes useful
for trading with merchants and at one stone or clay, very resource
conscious as well.
  The amount of hunger or thirst that food or drink recovers is
multiplied by the same modifier used for value.  See Gnome Needs
below for more information on hunger and thirst.
  A high quality bed increases a personal room's worth significantly,
but the entire room's value (including the bed) is multiplied by the
quality modifier when determining how rested a Gnome gets by sleeping.
See Gnome Needs below for more information on sleep.
  RoboBOb hasn't stated the specifics for how quality effects weapons
and armor, but it seems that quality effects a weapon's damage and the
health of armor.  Note that weapons can become 'Legendary' through
kills, but the exact mechanic is unknown; no other types of items can
become Legendary with use, all others must be crafted that way.

+--------+---------+---------+---------+---------+---------+---------+
| Gnome Needs      |                                       | [Need]  |
+--------+---------+---------+---------+---------+---------+---------+
  Gnomes have 3 basic needs, each with different thresholds for
action.  The needs currently implemented are: hunger, thirst, and
tiredness.  Gnomes will automatically seek out what they need, but
keeping what they need nearby will help keep them alive and working.
  As described by RoboBOb on the official forums, hunger typically
ranges from 0 to 100.  It takes roughly 3 in-game days to go from 100
to 0.  If a Gnome has nothing to do (ie, is idle) and has a hunger at
or below 75, the Gnome will seek out some food.  If a Gnome has a
hunger score at or below 50, the Gnome will seek out food even if
there is work to be done.  If hunger ever reaches 0, the Gnome dies.
When looking for food, the Gnome will always head to the best food
available, regardless of distance.  That is important if you have
sandwiches on the top floor but only strawberries in the depths near
your miners; in that case the miners will spend a lot of time going
up and down stairs for their meals.  The amount of hunger that food
restores is modified by the quality as noted above.  Eating food
CAN restore the hunger to above 100 (in particular from eating
high quality sandwiches), meaning the Gnome will go longer without
needing to eat again. The values for each food are here:

  Raw meat . . . . .  5
  Fruit. . . . . . . 15
  Eggs . . . . . . . 15
  Sausage. . . . . . 20 x quality modifier
  Loaf of bread. . . 20 x quality modifier
  Sandwich . . . . . 50 x quality modifier

  Thirst follows similar principles to hunger.  The thirst scale
also typically ranges between 0 and 100.  From 100 to 0 takes
approximately 1.5 in-game days.  If there is no task, a Gnome will
try to find a drink when thirst is 84 or less.  Even with work to do,
a Gnome will find a drink when thirst is 50 or less.  If thirst
reaches 0, the Gnome dies.  The values for each drink are here:

  Well . . . . . . . 10
  Milk . . . . . . . 25
  Wine . . . . . . . 50 x quality modifier
  Beer . . . . . . . 50 x quality modifier

  Sleep and tiredness works differently from hunger and thirst.
Tiredness will go from 100 to 0 in 1 day.  If tiredness is 33 or
less, a Gnome will head to their own room to sleep if there is no
work for them.  A Gnome without a personal room will take the highest
value personal room available, regardless of distance; if their are
no personal rooms available, the Gnome will instead try to find a bed
in a dormatory; failing that, the Gnome will sleep on the floor
wherever they are.  If tiredness reaches 0, the Gnome will stop
working to find a bed as before.  If a Gnome reaches -16 tiredness
before getting to their bed, the Gnome will pass-out.  Note that
hunger or thirst below 50 will overrule the passing-out, so the Gnome
can continue looking for food or drink.  The amount of tiredness
restored is based on the value of the personal room where the Gnome
sleeps.  Sleep is typically 1/3 of a day, but the amount of tiredness
restored is highly variable.  Sleeping in a high value private room
could make a gnome rested enough to go several days without sleep.
The few data points RoboBOb gave us are here:

  Floor. . . . . . . 66
  Dorm Bed . . . . .100
  Private Bed. . . >100 x quality modifier

  (Note that staw beds were added after RoboBOb gave us this data.)

+--------+---------+---------+---------+---------+---------+---------+
| Military         |                                       | [Mili]  |
+--------+---------+---------+---------+---------+---------+---------+
  There are many ways to set up the military in Gnomoria, and all of
them are correct.  I will discuss the options and what I have found
useful.  My primary goal in designing my own setups is to minimize
fatalities.  As mentioned previously, injured Gnomes work at nearly
full capacity, if more severe penalties are applied in the future, I
may modify these setups to minimize casualties and/or injuries.
When you setup a new unit, it is best to start on the right tab
(Uniforms) and work your way to the left (Squads).

--- Uniforms ---
  For uniforms, I tend to have five once a kingdom is established.
The first one I let them use any armor and either any two-handed
melee or two one-handed melee weapons; this is used for my attack
squad and they will automatically upgrade their armor as better stuff
becomes available.  My second uniform is full leather only one
one-handed weapon (leaving the other hand free for a tool); this
outfit is eventually used for all non-soldiers, but I switch
woodcutters and miners to it first.  The third setup is partial
leather, having only chest and head armor (no weapon); I use it for
indoor professions like smiths and cooks unless I have surplus armor.
The fourth is setup for any ranged weapon (or a specific weapon if I
have a full set of one type) with full metal armor; usually I specify
the armor material and let them have one tier below the melee group.
The fifth is setup with no armor and no weapon; I use it if I want a</pre><pre id="faqspan-2">
monk group or just to make a gnome relinquish a choice piece of gear;
if I don't have enough armor, some new Gnomes might end up with this
uniform as well.  Sometimes I add a sixth uniform for rookies and
give them a weapon and shield to get their skills up before becoming
full-fledged soldiers.
  If you want specific gnomes to use particular weapons, you can
create a uniform just for that Gnome.  This is useful if you want
your most skilled axe wielder to hold onto the best axe.  Be careful
to upgrade these specific uniforms as better items become available.
I don't usually do this, preferring to let the Gnomes equip
themselves with the best available automatically.
  Uniforms are nice for non-soldiers because you can set many squads
to use the same uniform as militias and when you want them all to
upgrade their armor, you just need to change the uniform once.  One
forum user has reported success getting woodcutters and miners to
keep ahold of their tools by making the tools out of a metal not used
for other weapons (eg malachite) and then setting the uniform to use
any weapon of that metal (Thanks go to Woden).

--- Positions ---
  Positions let you assign a uniform and orders.  Positions get perks
that affect the individual.  I don't plan to go into detail for all
of the perks, but I will discuss some of them.  First, you must use
the militia perk for any Gnome you want doing a regular job in
addition to soldiering.  If you don't want the militia perk, I
suggest picking the perk that best fits the weapon that the Gnome
will be using.  In addition to perks, there are few orders you can
give your Gnomes:
  Maintain distance - Gnome will try to back away from target to the
    optimal range of their weapon.  (Use for ranged weapons only.)
  Assist leader - Gnome will attack the same target as the squad
    leader, great for taking down enemies fast, but one at a time.
  Retreat if bleeding - Gnome will try to escape combat and find
    bandages if they are bleeding.  Bleeding wound can easily kill a
    Gnome, so I turn this on for every position.

--- Formations ---
  Formations let you assign five positions and a different set of
orders.  Formations also get perks that affect the entire squad.
Listing all of the formation perks would be a waste of space, but
look at their descriptions for details.  Note that some perks get
better with occupied positions and others get benefit from empty
positions.  I tend to use Guard and Eyes Open for most squads.  There
are also orders at the formation level:
  Defend Gnomes - Orders the squad to attack whenever a Gnome spots
    an enemy.  Until you have good armor, this order is suicide.
  Respond to attack orders - This squad will respond if you click an
    enemy and choose attack.  I set this for all formations in the
    beginning (the entire kingdom attacking at once makes short work
    of most invasions) but disable it once my dedicated troops can
    handle threats on their own (while the rest keep working).
  Avoid Enemies - Gnomes with this order will avoid enemies when
    possible; great for militias.  This order is overridden by the
    two orders above.

--- Squads ---
  Squad setup lets you pick a formation and pick upto five Gnomes
to have in the squad.  The name of the position for each squad
member is shown here, so you can verify that the Gnomes are in the
slot that is best for their skills (assuming you don't just set all
slots to the same position).  Once all of my Gnomes are organized
into squads by profession, the squad view makes it easy to see if I
have enough Gnomes in each profession.  Note that when picking a
Gnome from the list, Gnomes already assigned to a squad will have an
"(s)" next to their name.

+--------+---------+---------+---------+---------+---------+---------+
| Mining |                                                 | [Mine]  |
+--------+---------+---------+---------+---------+---------+---------+

  I will write about mining for a later version.

+--------+---------+---------+---------+---------+---------+---------+
| Base Planning    |                                       | [Plan]  |
+--------+---------+---------+---------+---------+---------+---------+

  I will write about base planning for a later version.

+--------+---------+---------+---------+---------+---------+---------+
| Lists  |                                                 | [List]  |
+--------+---------+---------+---------+---------+---------+---------+

  I will list all of the items/workshops/etc in a later update.

+--------+---------+---------+---------+---------+---------+---------+
| Legal  |                                                 | [Last]  |
+--------+---------+---------+---------+---------+---------+---------+
  This guide was writen by me, Mac13eth.  I retain my copyright, but
would like this guide to posted where it can benefit others.  At this
time I would like the guide hosted at gamefaqs.com only, but I will
consider other requests if I am contacted through the message system
on that site.
  This may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.
  Most of the information contained in this guide was discovered
through play, but I have also taken information from the general
knowledge of the official forum (http://forums.gnomoria.com/index.php)
and the unofficial wiki (http://www.gnomoriawiki.com/wiki/Main_Page).
Where reasonable, I will give credit if the information doesn't seem
to be generally known.
  The game Gnomoria was created by Robert West (RoboB0b) and his team
at Robotronic Games.  All trademarks and copyrights contained in this
document are owned by their respective trademark & copyright holders.

Copyright 2012-2013 Ryan Green

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