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Editing 40d:Starting build design
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These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please. | These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please. | ||
See [[starting builds]] for a general discussion of this topic. | See [[starting builds]] for a general discussion of this topic. | ||
− | + | ==A basic build == | |
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The first order of business is simply to survive. Here is a simple, somewhat paranoid, way to do this. | The first order of business is simply to survive. Here is a simple, somewhat paranoid, way to do this. | ||
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* 1 carpenter/woodcutter | * 1 carpenter/woodcutter | ||
* 1 grower/brewer/cook. He's responsible for making prepared meals and drinks. | * 1 grower/brewer/cook. He's responsible for making prepared meals and drinks. | ||
− | * either | + | * either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X. The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]]. Herbalism is usually the safest of the three. |
* 1 spare dwarf. You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth. You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with. | * 1 spare dwarf. You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth. You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with. | ||
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* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such | * 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such | ||
* 20 units of drink: Anything but [[dwarven wine]], which you'll get through brewing asap. | * 20 units of drink: Anything but [[dwarven wine]], which you'll get through brewing asap. | ||
− | * 30 [[plump | + | * 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]]. |
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s | * 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s | ||
− | * 20 [[plump helmet]] | + | * 20 [[plump helmet spawn]] - for planting. |
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders. | * 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders. | ||
* (optional) other kinds of [[seed]]s and rock nuts | * (optional) other kinds of [[seed]]s and rock nuts | ||
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If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]]. | If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]]. | ||
− | + | == Metalbashing/Glassworking == | |
− | Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand. Magma is ideal | + | Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand. Magma is ideal but large coal seams or a forest will also suffice. A site with sedimentary and flux should mean nearly unlimited steel. Any site with [[sand]] (not "loamy sand" or the like) will permit glassworking. Your biggest choice when setting up is whether to optimize for a fast start or long-term success. |
'''Skills''' | '''Skills''' | ||
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A "moderate start" would split the differences. | A "moderate start" would split the differences. | ||
− | ===Do it yourself | + | == Everyone Mines == |
− | This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later | + | One build that is actually very easy to use is to take no mining skills and 7 )or more) copper picks. Then, choose a site with a type of [[soil]], which is extremely easy to mine. Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand. By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly. Then you can turn them off mining, and turn any immigrants on mining and have them do the same. This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses. Also, it makes them more dwarfy! |
+ | |||
+ | ==Do it yourself == | ||
+ | This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later. Read the [[Make your own weapons]] article for more info and possible variations. | ||
The skill mix leans toward military and metal bashing, but has room for something else. | The skill mix leans toward military and metal bashing, but has room for something else. | ||
'''Skills''' | '''Skills''' | ||
− | * Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, | + | * Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, Armor User 5 - Leader, Outdoors, Security |
* Miner 5/Siege Engineer 5 | * Miner 5/Siege Engineer 5 | ||
* Mason 5/Stone Crafter 5 | * Mason 5/Stone Crafter 5 | ||
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* Mechanic 5/Brewer 5 | * Mechanic 5/Brewer 5 | ||
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods) | * Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods) | ||
− | * Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer | + | * Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Clothier, you name it) |
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time. | This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time. | ||
− | The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other | + | The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained. Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce. |
− | ''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] | + | ''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30+ steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] biome, for instance), the 300 additional points for an axe will not allow this Item mix as presented below.)'' |
'''Items''' | '''Items''' | ||
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:* 6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below) | :* 6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below) | ||
* Seeds: | * Seeds: | ||
− | :* 3 Plump Helmet | + | :* 3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below) |
− | :* 3 | + | :* 6 Quarry bush seeds (the best food producer) |
+ | :* 3 x 3 crop seeds for the rest (enough to get started) | ||
:* 2 Dimple cup seeds (not a food crop, just enough to get started) | :* 2 Dimple cup seeds (not a food crop, just enough to get started) | ||
* Food: | * Food: | ||
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With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture. The rest of the skills are easily tweaked to suit. | With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture. The rest of the skills are easily tweaked to suit. | ||
− | == | + | ==Chopping wood is dangerous!== |
− | This | + | This can be adapted to most any other build. Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress. 100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes. |
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− | + | ==(War)dogs as (early) military== | |
− | + | Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix. While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic. Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness. | |
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− | [ | + | Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 2 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner. Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]]. |
− | + | = Challenge Builds = | |
− | If you | + | If you want a challenge try some [[Challenges]]. |
− | + | [[Category:Guides]] | |
− | + | [[Category:Fortress defense| ]] | |
− | + | [[Category:World]] | |
− | + | [[Category:Design]] |