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Your First Spring: A Gnomoria Guide For New Gnoministrators
This is a guide for new gnoministrators, who are taking their first steps into building a new kingdom. This guide is intended to show you how to play the game, and take you through your first season, to your first gnomad arrival, and your merchant visit on the 5th day of summer.
Congratulations! You've been fortunate enough to be granted the lucky task of expanding the glorious Gnomepire! To accomplish this most illustrious of deeds, you are given your own band of merry gnomes, all skilled in the art of .. something or other. It's up to you to guide the development of this new kingdom and bring much wealth and power to the wonderful Gnomes! But how to start..?
This is a guide for new gnoministrators, who are taking their first steps into building a new kingdom. This guide is intended to show you how to play the game, and take you through your first season, to your first gnomad arrival, and your merchant visit on the 5th day of summer. This guide generally takes a pacifist angle in order to help teach the basics of playing this somewhat complex game. There are certainly more efficient or more dangerous ways to go about your settlement. The best way to use this guide, would be to read it through first, then follow along in your own game.
Some things to consider when playing Gnomoria - This game can be quite hard; it can also be quite easy - what you make of it is your own. It is a sandbox simulation, where you are given free reign to design and build your kingdom as you see fit. But you aren't given direct control of your gnomes, oh no, you can only influence their actions. Fortunately, they want to work - it's up to you to give them jobs. But each gnome is driven by their own personal desires, for food, rest, and work. When they get hungry, they'll go eat. When they get tired, they'll go sleep. Pretty neat, eh? It is, until your settlement is out of beer, and they'd rather haul wood and take naps instead of building that cursed well! It's quite likely gnomes will die on your watch, and in all honesty, you're likely to have quite a few complete failures before getting the hang of it. But persevere! It's certainly worth it. And that's the beauty of Gnomoria, really. You have all these different gnomes, goblins, and monsters, each with their own needs and desires, all banging against and fighting each other. Your goal is to make it work, and form a new, functioning society in spite of all that, and you get to watch how it all plays out. Sometimes it's just as exciting when it all goes spectacularly bad..
Note: This guide is based off of version 0.8.42, updated June 11th. This guide includes the new crafting system, established in March 2013. (As such, some things may be incorrect, or lack foresight into later game strategy). Also, please keep in mind that this is a game currently in development. This means there are bugs, you will find them, and it is entirely possible (though rare) that you will lose your entire game save. This is an accepted fact of game testing, and when bad things happen, you need to take it stride. File a bug report as needed, take a break, then roll up your sleeves and start again, knowing that each update makes the game better.
http://forums.gnomoria.com/ - Main forums for the game; RoboB0b is the main (only?) developer for Gnomoria, and is quite open and active with the community. If you are having troubles, the searching the forums is a great first start.
At this point, I'll assume you've downloaded up the game, and patiently waited for Steam to install .Net, yet again. Now that you're on the main menu, let's start a New Game. You are presented with a small menu, giving you some options to name your kingdom, and to set a kingdom size. Set you kingdom name to whatever you'd like, and set the size to Tiny. This will help keep things tight, and easier to manage. Change the difficulty if you'd like, I'm a fan of playing games on Normal.
Next, Hit Advanced Setup. This may be a bit weird for beginners, but it will help us a lot here in a moment. Look at the three main sliders on the left hand side - these determine the type of land Gnomoria will generate for you. Generally, the farther right a slider is, the "harder" the map will be for you to develop on. I suggest sliding these to the left, to produce a flatter map to get started on. Hit Preview to see the map. You want a map that is generally flat, with easy access to some water (but not a lot of water). You can also change the numerical Kingdom Seed to make a different map. You don't really need to spend a lot of time here, just make sure you have some water, and a generally flat map. Once you've gotten something you like, hit Generate.
An Overview of Controls
Huzzah! We are finally in game! You should be looking at something similar to what I have here. First things, the game is paused, so you are free to poke around a bit, and look at your map.
First things, moving the camera about:
Left Ctrl+(-) to zoom out, Left Ctrl+(=) to zoom back in
W A S D to move camera around
, (comma), . (period) to rotate the camera
- (minus), = (equals, plus) to move up or down 1 Z-Level
Project: Move around the map, see what kinds of trees you have access to (you should see pines, birch and apple trees), the various types of native plants (strawberries and cotton), and get familiar with moving the camera up and down (into the air, and under the ground) - When you move the camera underground, the terrain will all be a general gray colored grid. This will clear up as we go. You can also left click on objects to identify them, and right click to go directly to the most relevant menu, or bring up the all actions menu.
In General, there are three ways to interact with Gnomoria :
The Buttons : These include the main buttons at the top, the time control buttons, and the buttons at the bottom
Time Control : Probably your most used button. The Space Button will pause the game if it's running, or unpause if paused. As you are learning, I suggest pausing the game while navigating menus, or setting up jobs. It's quite easy to lose track of time while you're trying to figure out where that Well went. You also have the option to move in double time
Main Menu : The menu you see up at the top of the screen. In general, that isn't needed until you get into the later seasons of the game, and you are more familiar with the game as a whole. Population is important fairly early on, so we'll discuss that later.
Action Bar : This is a hotbar, similar to make you'd see in other games. Most of these buttons are categories, that lead to more buttons/actions. If you hover over the button, you'll be given a tooltip on what the button action is. Your terrain actions are under 1 (mining, digging), then agriculture actions (farming, chopping down trees, foraging), building (placing workshops, furniture, building terrain), stockpiles, and then Deconstruct, Remove Designation, and Cancel Job
Also take note of the Food and Drink Stores on the top left hand side of the screen, and the Day and Year on the right side.
The Mouse : You can right click an empty space to bring up a right click menu that also has all of the actions from the button bar. Generally every command is in the Right Click menu, and moves into the Action Bar as development continues. If you can't find something in the Action Bar, look in the Right Click Menu. I find that it's easier to Designate Areas with the right mouse button menu. You can also Right Click a build to go directly into that particular building's menu. You can also click and drag on the map to move it around with your mouse.
The Hot Keys : By far your best option to control Gnomoria. There are a number of presets, and you can map (almost?) any action to a key, for ease of use. Here are some important keys you should know:
Space - Pause/ Unpause the game
Left Ctrl+(-) to zoom out, Left Ctrl+(=) to zoom back in
W A S D to move camera around
, (comma), . (period) to rotate the camera
- (minus), = (equals, plus) to move up or down 1 Z-Level, or your mouse scroll wheel
F to lower walls; this makes it easier to see the floor in tight rooms
R to rotate a building before placing it
G to Show Darkness (the darker red it is, the more likely a monster will spawn there) Note: This action needs to be bound to a key in the Controls Menu, via the Esc key, in order to use it
Here are some keys that I've set up, that may help you :
Z - Mine Walls
X - Cancel Job
C - Dig stairs down
I - Build Wall
L - Build Floor
I encourage you to set up hot keys that reflect the actions you are using regularly, in order to help speed things along, and make thing more pleasant to work with. This isn't important now, but will be as your kingdom advances.
Also of note, I like to set my auto-save to every 1 day (via the Gameplay menu), in case of bugs/errors. If you save more often, you'll lose less work when accidents happen..
Alright, let's dive in! First, find a large section of dirt you can dig into. You can either Mine right into the side of the mountain like I did, or Dig a Ramp into the ground first. Be sure to watch out for water, if you open the lake into the ground, you're likely to flood your settlement! A good area to start with would be an ~ 15x15 area - this gives us room to line the cavern with workshops, and gives us a large area for a storeroom.
After you've set up your first mining job, it's time to start chopping wood and foraging for food - the supplies your gnomes brought along won't last forever. In addition to this, we also want to consider a wall to keep the baddies out, but we need to clear the area first, so let's kill two birds with one stone, and start by clearing the woods and shrubs from all sides of the map. I like to go 3 squares in. If your map has a lot of tree or shrubs on the outside of your map, I'd suggest marking trees to chop down in small groups, so as not to overwhelm your gnomes.
Finally, Designate an Area for your yaks, and build a Pasture. 1 yak takes 6 pasture squares, so I like to make my pastures 6x6 (this fits 6 yaks). When navigating this menu, be aware that back/x (close) will keep your settings.
At this point, everyone should have a job... hit Space to unpause the game, and watch your gnomes go! Or, more likely, watch the game save, and pause the game again! Hit Space after it's done saving to start the game again.
Keeping the Bad Out
While your gnomes are digging and chopping and such, lets talk about bad guys. There are a lot of thing out there that want to kill and eat gnomes. Fortunately none of them will know about your settlement until the summer, so you've got 12 days to get a safe zone set up. You'll need a large area above ground for crops, groves and pastures, and you'll need to keep track of the light levels underground, as well as the caverns full of monsters you are likely to encounter underground. Fortunately both are easy to deal with, with a little planning. For the overland, I suggest walling yourself in, but not to the point of denying new gnomes and traders. Generally enemies will only spawn on floors (where grass grows) at the edge of the map. I suggest building a wall around your map, one square in. This is obviously easier on a tiny map than it is on a large map, and spending so much time on a wall will make other construction projects take longer. For starting out and learning the game, I highly encourage you to build a wall, as I detail below.
Later in the game, when you have more gnomes about, I encourage you to look into Squads and Military set up, as you'll need a military for the dangers that lurk below..
A Note on Walls
Defense in Gnomoria can be a tricky thing. Some players feel that building a wall is a "cheap" tactic, because, currently, invading enemies such as goblins, ogres and mants are unable to bypass walls or cliffs in any way. It is also possible to build a wall around your map in such a way that no enemies (or Gnomads!) will spawn at all - I do NOT suggest this at ALL, as the new gnomes are incredibly important, the experience earned by your gnomes while fighting makes them better soldiers against the inevitable hordes that come from under the mountain. However, you are NOT REQUIRED to build a wall around your settlement. This is a freeform (sandbox) game, you should play how you want.
Other Defensive Tactics The fact of the matter is, Gnomoria is a dangerous world, and your gnomes will die. As it is now, any gnome Not in the military will run away from enemies, so they have some sort of survival instinct - the trick is to get them to some place safe.
Instead of a wall, consider a moat (or, "an inverse wall"). This will allow you to take pot-shots over the moat with your guns. To do dig a moat, go to Terrain > Dig > Dig Ramp and dig 1-2 rows of dirt. Once that's done, Go to Terrain > Remove Ramp, and remove all the ramps, except for one, so your gnome can get out. (It should be noted here that it is very easy for gnomes to get stuck in holes, so be sure to leave an exit for your gnome, or else they will get stuck, and possibly die.) Later in the game, you'll get access to Mechanisms, which will let you build Mechanical Walls to act as doors or drawbridges.
Use the land to your advantage. If you aren't building on a flat map, use the surrounding terrain. Enemies (and gnomes) can't "jump", and are limited to using stairs and ramps. They also can't breathe underwater, though they can move in and out of it if there is a ramp. Use Remove Ramps to create cliff walls, so enemy movement is limited. Look for, or build, choke points to control your enemy movement. A Training Grounds with a Military Squad training in it (yes, at all times) makes for a good guard point if it is built in your entranceway, so that enemies have to pass through it to get to your Civilian gnomes. Also make use of the Guard Area designation, to create stationary guard points, or Patrol Routes for mobile ones.
By now your miner gnomes should have dug out your first empty space to make plenty of dirt for the wall, and give us some room to build that isn't in the rain. Now those gnomes need to find Stone. I like to dig down in blocks of 2 with stairs as shown below (you only really need a 1x1 square, I like to have them wide for aesthetics). You should start seeing stone around depth -7 to -10.
While you are digging for stone, keep an eye on your woodcutters and farmers. Once they've gotten a decent area of the map sides cleared, start putting up your wall. On a tiny map, which is 64x64 squares, I like to put a dirt wall in each corner, and then 2 dirt walls every 6 squares. This gives you an even wall.
If you see these faded block outlines, it means you aren't on the same level as the ground below what you are trying to build. To fix this, adjust your Z level by hitting - or using the mouse wheel to scroll down. If it's red you can't build there.
If you have any slopes in those 3 rows we are clearing, light the one highlighted in green here, it's best to remove those with the Terrain > Remove Ramp action.
I also like to make a small Stockpile (Right-Click > Designate Area > Stockpile). Once you set the stockpile, you'll get this option:
Open the goods options, and select "soil" (it will be X'd when all options are selected, or squared if some options are selected, or blank if none). I set the priority on this to 4... I like a clean fort..
If you find your woodsgnomes idling too much, or hauling more dirt than you'd like, start them cutting more wood, or use Take Clipping before cutting down.
Be sure to keep your miners digging down, we need stone!
When you assign tasks for gnomes, the task goes into an internal lists of tasks, which is filtered to gnomes based on their assigned jobs. When you start out, you don't need to worry about what job each gnome is assigned to, just be aware each gnome currently has a job, based on their internal skills. In order to complete a job, a gnome will need to appropriate skills, job, and materials. You will need to make sure that your wood, ore, coal and stones stocks are well supplied, through tasks you set up, as your gnomes won't dig without your instruction. If your gnomes seem to be idling a lot, check you stocks, that's the first (of many) possible problems.
With the new Crafting update, when you request a building or item to be made, the game checks and see what materials it needs, what's already made, and what needs to be made, and then queues that all up automagically. This is helpful in getting your production going, but can cause frustrating delays in production. You can turn this option off, but I encourage you to leave it on for now, and learn how it works. It's easy to "short-circuit" the built in production queues if you are prepared, and your preparation with the queue system will make things go smoother as you go. I'll point out the things I like to do to help grease the wheels a bit, as we go.
First off, we're gonna need a stockpile, to store all our stone and wood in close proximity to our workshops. I like to make a Stockpile then mark out a square area in the middle of the room. If you have a 15x15 room, a 9x9 square is a good size.
For ease of use, we'll set this one to All Stone, All Wood, All Coal, All Metal, and All Cloth. Priority 4, I want to keep this stocked, so the workers don't need to go as far.
I also like to build a separate area for a food stockpile.
You can also set the priority of your stockpiles in these menus - the lower the number, the more often gnomes will stock that stockpile. It's best to keep these numbers above 4, as to not screw with the gnome priority lists too much, and end up with too much haulin', and not enough buildin'.
After you have your first stockpile set, it's time to build our first building, the Crude Workbench. This building requires a log, and a raw stone, so you should have these sitting about somewhere. Drop the building next to your stockpile, and your gnomes will find the log and rock, and get started. If it takes them too long to start building the workshop, you may have set up too many wall sections for your builders. You'll notice the workshop turn green when someone is interacting with it. This workshop will turn logs into planks, planks into chairs and workbenches, and stone into chisels. While you're waiting, start farming.
While waiting for your workshop to be built, look for areas that you can set up for easy farming, and start clearing those areas of shrubs and removing trees. You'll also need to remove clay (the dark patches of ground) by using the Terrain > Replace Floor action, making sure you use "dirt clumps", and not "clay clumps". Once you have an area cleared, Designate Area > Farm, and set your first farm to strawberries. Build another for wheat. Be sure to leave room for cotton, but we won't need that just yet. Don't make your farms too big, or else you'll overwhelm your farmers, who have other work to do too. I also like to move my pastures by my farms, so I'll set that up now.
After that, look at areas good for tree groves. We'll want a lot of birch and apples, one for fancy tables, the other for fancy wine. Key things to do here now would be to replace clay plots, and removing more scrubs. Any pines can be cut down or, alternately be clipped then cut, birch trees should have Take Clipping assigned before being chopped down, and apple trees should avoid being chopped down at all costs, as their fruit is quite valuable for food and drink (but do take clippings as needed).
Remember to keep your wall development going as well, this is important! After you've gotten all your dirt "sections" up, it's time to start building the wall. I like to build this in sections as well, just one square in.
Continue this all around. It's slow going, but keep an eye on it, and your gnomes will get finished soon enough. Watch out for gnomes who end up on the wrong side of the wall. If you see one building a wall from the outside, it's best to cancel the job, let them come back in, and re-set the task, or else you'll have to mine out part of the wall to let them back in. If you forget about them, and leave them on the outside, they are likely to die of thirst/hunger, or by get mauled by a bear/pack of goblins.
SPAWN MORE OVERLO... er..
At this point, or soon thereafter, your Crude Workbench should be finished. To start, plot your next workshop, the Stonecutter. After you plot it, the needed supplies will queue up in the Crude Workshop. The Stonecutter workshop will turn stone into blocks. Once built, queue up 10 blocks. Using the Craft To command, your gnomes will always make sure to have at least 10 blocks on hand at any time. (But only if there is stone for it!) This will make making other, more complex objects slightly quicker, as you'll have these materials "on hand". Also keep in mind that your workshops can only hold 20 items at a time, and lose 5% efficiency for every object in the shop. So a cluttered shop is bad news! if you Craft To 10 blocks, your workshop will be at 50% efficiency, until the blocks are removed, either to use, or to a stockpile. If your workshop turns red, this is likely why!
While that's happening, check your wall, farm plots, and groves, setting them up as soon as you can. If your Miners are idle, consider making them Builders, by going to Population > Profession tab, selecting Miner, scrolling to the bottom of the tasks list, and Selecting All under Misc (specifically Construction). Remember to turn this off again later, before you need them to start Masonry work in the Stonecutter. If you start to run low on dirt clumps for your wall, dig out more dirt
After your Stonecutter is built, queue up 10 blocks (Select block > Build > Craft To: 10 - this will keep a stock of 10 in your settlement) you'll want a Stonemason (1 workbench, 1 chair and 1 chisel) which will turn stone blocks into all sorts of neat things, including sawblades, knives, tables, and chairs.
Again Into the Deep Dark Woods
While your buildings are going up, be sure to watch your woodcutters and farmers, and to keep cleaning up shrubbery. Once you have large enough regions set up, Designate some groves - these are "farms" for your trees. I like to set up a small pine tree grove for coal and other misc wood, a birch grove for "fancy" furniture, and an apple grove for apples. Again, don't make these regions too big to start, but be sure to leave room for expansion. When you set up the grove you'll notice this screen come up, which lets you delegate how your woodsgnomes will handle the trees in the grove. This is handy for apple groves, where you can turn off Fell Trees, so they produce more apples quicker. When your woodsgnomes don't have a better task to handle, they will work in the grove, first planting trees, then taking saplings, and finally cutting down trees, and again replanting. This will enable you to keep a stock of wood on hand.
While these things are happening, don't forget about your wall either! Be sure to continuing queuing build jobs until your wall goes completely around your map.
By now you should have some wheat growing in your farms. Carve out some space underground, (an area for 4-8 beds is good) and Designate Area as a Dormitory. Place some straw beds in there, and your gnomes will start sleeping in beds, which will improve their demeanor all around.
By now, you should have your stonecutter and stonemason ready to go, your wall built around your map, and your groves and farms started.
Now we are going to need a sawblade from the Stonemason, but if you have enough stone and blocks, consider making a few tables, chairs, and doors as well. After the Stonemason is done, Build a Sawmill (1 workbench, 1 chair and 1 sawblade), and Carpenter (1 workbench, 1 chair and 1 chisel). You'll notice we've been queuing these buildings one at a time - this helps the gnomes to not get overwhelmed, and do odd things, like try and build multiple building at the same time, while stealing materials from each other!
The Great Hall and Kingdom Worth
While these buildings are going up, you'll want to carve out a space for your Great Hall. This is a special Dining Room, that your gnomes will hang out in, as well as encourage new Gnomads to come join your settlement. As you progress, you'll want to decorate your Great Hall with statues, pillars, tables and chairs. The better the quality of the items, the more your Great Hall will be worth, and the more attractive it is to Gnomads. But be careful! it also makes you more attractive to various marauders..
If you find yourself being overwhelmed by invaders, you may need to lower your Kingdom Worth in order to be a less attractive target, while still increasing your technology level to better prepare for future attacks.
To find your current worth, click the Kingdom button on the Main Menu, and your Worth is displayed on the right, under the Overview tab. You can also see the worth of your Great Hall, under the Rooms tab.
To better control your kingdom wealth, consider these:
Each material (logs, stone, metal) has an inherent base value. When you build an object out of one of these materials, a table made of pine will be less valuable than a table made of silver. In general, the value of materials, from least valuable to most, is Pine Logs, (all) Stone Blocks, Pine Planks/Birch Logs/Apple Logs, Birch Blanks/Pine Planks, and Metals (ranging from bronze to platinum). The value of workshops is also increased by the value of the objects used in it's making.
Items made and stored into stockpiles will be calculated in your Stock Value, so having a large pile of gold statues, possibly to sell to the merchant.. will increase your Kingdom Worth.
Food, ore, and gems all count, but will fluctuate when gnomes eat or otherwise use your stock. Raw dirt, clay, and stone do not have any inherent value, but clay and stone blocks do.
Placing an object will increase it's value even more, with Doors, Chairs, Tables, and Beds being fairly equal, and Statues being the most valuable (by far).
The skill of the object's craftsgnome will also increase the value of an object, usually depicted in the object's name, such as "poor", or "masterful".
You can pick which "grade" of object to use when placing it, so use more valuable objects in your Great Hall or Personal Quarters for better effect on these rooms.
More valuable weapons and armor generally deal or block more damage from an enemy, capping at Steel - the valuable metals aren't particularly useful in combat.
Items dropped by Monsters and Invaders will also count toward your Kingdom Worth, so use it, sell it, or melt it (at a Smelter).
Replacing the Walls and Floors of Dining Rooms, Personal Quarters and Dormitories, and the Great Hall with change the value of your kingdom accordingly. If these places are built with raw stone or dirt, they will have a lower value than the same space using Stone or Metal Walls.
The higher the value of a Personal Quarters is, the less often it's occupant needs to sleep. This is especially important for your soldiers, who you'll need to be active the most.
The Great Hall counts double when attracting Gnomads, Invaders, and Merchants.
There are diminishing returns on Kingdom Worth in regards to Gnomads, and attracting more than ~45 will require more and more Kingdom Worth.
Into a Well, Stocked, Pile
After your Sawmill is running, you can deconstruct your Crude Workbench, as it the Stonemason, Stonecutter, Sawmill, and Carpenter replace what the Crude Workbench makes, and a lot faster at that. Remove it so your gnomes don't go to that workshop when they are trying to build.
Now we need to find a spot for the Well. This is an important last resort for drinks, as your gnomes will go to the well if they are thirsty and nothing else is available. You'll need 4 planks, and 4 blocks to build it, and it needs to be directly over water. If you see these pale gray outlines, you are too far above the area you are trying to put the well.
If your stockpiles are getting full, you can Build > Storage and place crates, barrels, and bags into your stockpiles, in order to store even more items in a square. Generally, hard objects like food, wood, and blocks are stored in crates, liquids like milk and beer are stored in barrels, and cotton and seeds are stored in bags. Ore and Stone are stored in piles of 64, on the ground. Placing these containers will queue up jobs if you don't have any built already, and will allow you to store 64 items in one square. Handy!
Feels like Summer's Coming
We're are starting to get a handle on our settlement, and the season is about to change, but we've got even more workshops to talk about. These buildings are important, but the order you build them is up to you. I'd suggest building a Merchant Stall first, so you can buy anything you are lacking from the merchant.
A note about Merchants: Merchants will visit your settlement on the 5th day of Spring, Summer, and Fall. They will not come in the winter, and more will come in the Summer, if you have multiple stalls built. You can also have a Merchant arrive on your 5th day of playing, but that requires a fair about of focus to pull off, and you'll need something to sell to them in order to buy from them, (We'll talk crafts later) but an early Merchant can really help your settlement get a jump start, by buying a Bone Needle in particular, as well as food and drinks.
Other buildings you'll need, are the Furnace, Kitchen, and Distillery. The Furnace turns logs into coal, this is a good place to Craft To 10 coal, using pine in particular. Watch your coal and wood supplies when using the Furnace, it's entirely possible to burn your entire wood pile without realizing it. Using coal found in the ground is better, so be sure to take advantage of that when you can. In order to have your gnome start making coal, you need to turn on Smelting for one of your jobs - go to the Population > Profession tab, selecting a job (I used Miner here, since I'm not digging to much yet), open the Metals options, and selecting Smelting. Once you are making coal, start placing torches in the dark areas underground and otherwise. Remember to hit D to check for the dark regions in your settlement (Red is Dead). The Kitchen will turn wheat into bread, meat into sausage, and bread and sausage into sandwiches. The more steps it takes to make, the better it is for your gnomes, and the more they'll work after eating it. Once your Kitchen is up, start turning some wheat into bread, using the Craft To option. Finally, the Distillery will turn fruit into wine, and wheat into beer. The Distillery is another great way to completely screw your settlement, and turn all your food into beer, so watch out, and use the Craft To function, rather than the Repeat function.
I set up a small Great Hall off to the side, where I had dug out some dirt, and put my kitchen and distillery here. This ended up a (somewhat) good spot, as my workers don't have to go as far in order to eat. I filled it with some tables and chairs before the 12th day of Spring, so as to attract more gnomes on the first day of spring.
Still More Workshops
After you've gotten your Merchant Stall and food producers sorted, You'll want a Butcher, Bonecarver, Loom, Tailor, and a Stonecarver and/or a Woodcarver. The Butcher will turn animals (and corpses!) into meat and bones, the Bonecarver will make your first Bone Needle, the Loom turns cotton into (cloth) bolts, the Tailor makes bandages, bags, and mattresses, and the Carvers will make fancy things you can place (pillars, statues) or sell (statuettes, pet rocks). Once your Butcher is ready, you'll want to butcher a yak (but only if you have more than one male and one female!) to get the bones, and then queue a bone needle at the bone carver. After your Tailor is available, start making mattresses and bandages, and start making beds at the Carpenter. If you get a Carvers up soon enough, you'll have something to sell to the merchants when they show up.
As you build these workshops, check your Population > Overview window, and check that you have workers that can do the actions of the workshops, like Bonecarving, for example. If you don't have any workers assigned to a particular skill, that job won't ever get done, so you'll need to adjust a gnomes job, as needed (Bonecarving is under Misc Crafts, and will need to be assigned to a profession).
Gnomads Have Arrived!
At this point, you should be fairly close to the end of spring, or at the start of summer (each season is 12 days long), which is great news, because that means more gnomes will be coming! Once they arrive, you will get notified in the events area of the screen. If you've built your wall, you'll have to find them, remove part of the wall (mine it out) and let them in. Be sure to fill in the hole again!
Once your new Gnomads are safe inside the walls, you're going to want to find out what they are good at. Open the Population window from the top menu, then go to the Status tab, and find your new gnomes (they will be at the bottom of the list). Click the button with their name on it, and then go to the Skills tab on in that window. Look and see what their highest skills are, particularly in regards to stone working skills, woodworking skills, farming, etc. Usually they will have some skill that is a stand out, but even if they don't repeated use of the same skill will make them better. Once you've decided on a job, you can assign it via the Profession tab.
A note about Professions: You can give individual gnomes specific job tasks, as well as a profession, but I find this makes keeping track of your gnome skills a bit harder. Rather, I prefer to change the profession as a whole, which you can see in the Population > Profession tab. You can also set up new professions here. This early in the game however, there is little need to vary outside the stock jobs, so don't worry about it too much.
Now that your new gnomes have new professions, we need to start thinking about where these guys are going to sleep, because all this floor sleeping just won't do. Hopefully you are building some beds at your Carpenter (and Tailor). Once you have time and space for it, you'll want to start giving them Personal Quarters, so they can sleep in their own rooms. Sleeping in a bed will give a gnome far more energy than sleeping on the floor, and sleeping in a well appointed bedroom is even better.
A Merchant Has Arrived!
Once the first merchant has arrived, let him in as you did your gnomes, and wait for him to get set up in your Merchant Stall. Right click your Merchant Stall to bring up the trading menu. You probably won't have too much to trade with the merchant just yet, but trade what you can, and make sure your trade values match. You don't want to give the merchant more than you get!
Some Tips for Gnoministrators
You Did What?! Why Are You Doing That?! Sometimes it seems you've been saddled with a group of mouth-breathing inbred gnomes who could drown in a foot of water. While that's entirely true, it's also likely you haven't considered the Chain O' Command each gnome follows.
From the wiki, here is the order gnomes will do things, or priority (remember, a lower number priority makes that task more important)
Anything placed with the cursor (mining, foraging, etc)
Workshop jobs (in priority order)
Farming (in priority order)
Grove (in priority order)
Pasture (in priority order)
Hauling (in priority order)
If you set a stockpile to a higher priority than a workshop, the gnomes will fill that stockpile before working it the workshop, or farming, etc.
Some Other Tips In regards to food and drink: The more steps it takes to make, the more energy it will provide you gnomes. From least effective to most effective, food is ranked as Meat; Fruit/Egg; Sausage/Bread; Sandwich, and liquids are ranked Water; Milk; Wine/Beer.
A gnome will die if wounds are left untreated. Most wounds are healed via bandages, so make sure to have them in various stockpiles around your fort.
A note about efficiency: One of the goals of many Gnoministrators is the optimization of workflows, and setting up shops and stockpiles in ways that increase production time. Just remember that the further away something is for a gnome, the more time he has to spend walking, instead of working. There is also something to be said for making something that appeals to you as well, as it's not all about function. It's your settlement, design it your way.
If you end up with a lot of gnomes hanging around your Great Hall, they are probably idle, and need something to do. If you want to focus on certain projects, (like groves, or farming) consider adding Horticulture and Farming to some of your job tasks, so you can get your groves and farms sorted out faster, as you will need food to carry you through the winter. Yaks and other animals are good for this as well, so be sure to get a good breeding stock of yaks before you start regularly butchering them.
Where To Go From Here
We've only just scratched the surface of what you can accomplish in Gnomoria, but what do to now? You'll need a Hospital soon, so your injured gnomes have a place to rest. Building a Kiln is a great way to produce more goods to sell at the Merchant, and to get rid of your clay piles. A Leatherworker is a great way to turn hides into armor, and will create good starter armor for your soldiers, which can be given to your workers when you upgrade to metal armors. Before you can do that however, you'll need to mine out some ores, and start your metal industry. As you get more gnomads each season, you'll want to build a Training Ground to train soldiers, as well as forming them into Squads and setting up Patrol Routes. You can also explore the various traps and mechanisms, so you can let in Merchants and Gnomads into your walls easier, and even set up automated goblin killing traps, in front of your magnificence castle. All for the greater glory of Gnomekind!