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Editing User:Albedo
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Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC) | Back after a 5+ year hiatus - last edit late May of '10. Just catching up to new version atm - we'll see. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 16:50, 18 June 2015 (UTC) | ||
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Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]]. | Feb, 2010: I just added my name to the list for '''Asst. Admin''' for this site - see [[Dwarf Fortress Wiki:Request for Adminship/Albedo|here]]. | ||
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=Beast Whips= | =Beast Whips= | ||
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(* If you're going with only 1 or 2 crops, spend the 1 dwarfbuck at the start for 1 seed and a free bag for the other crops. But you still really don't need much more than 3 seeds each, as they'll multiply quickly enough, depending on your use of raw plants, and you should be bringing about 60 total booze to last until the 1st caravan, unless you have a personal plan that calls for another approach.) | (* If you're going with only 1 or 2 crops, spend the 1 dwarfbuck at the start for 1 seed and a free bag for the other crops. But you still really don't need much more than 3 seeds each, as they'll multiply quickly enough, depending on your use of raw plants, and you should be bringing about 60 total booze to last until the 1st caravan, unless you have a personal plan that calls for another approach.) | ||
− | So, 1x3 or 2x2 each seems a good size for most crops to start, unless you're going to use plant products as trade exports. (Same w/ UG size plots.) | + | So, 1x3 or 2x2 each seems a good size for most crops to start, unless you're going to use plant products as trade exports. (Same w/ UG size plots.) 25 tiles total of [u]food[/u]-plant production is "common wisdom". (Don't count plants that produce only dye/etc.) |
− | + | Sample layout for 5 edible crops w/ 4 seed stockpiles (1 doubled up): | |
+ | ::1 1 2 3 4 5 5 | ||
+ | ::1 1 2 3 4 5 5 | ||
+ | ::s s 2 3 4 '''s''' s | ||
:''(At a total footprint of 3x7, this is only 17 tiles of food production, and so while adequate for your 1st 7 this needs either some expanding or some AG food crops to back it up before your fortress grows too big.)'' | :''(At a total footprint of 3x7, this is only 17 tiles of food production, and so while adequate for your 1st 7 this needs either some expanding or some AG food crops to back it up before your fortress grows too big.)'' | ||
+ | Note that walking on seeds/farm plots/crops doesn't seem to hurt them, which is not true of wild plants or saplings. Food does not take "wear". | ||
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− | + | Alternately, a larger number of 1x2 plots lets you easily tweak the total output if one plant type is needed more or less, and easily add just a little more here or there if something is weak. While this may seem like a hassle at first, the flexibility is huge later in the game, rather than have to tear down a farmplot and/or build a new one, which may require new irrigation. | |
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− | + | Seeds are stored in bags - 100/bag max ''(so getting 6 free bags at embark is a good move, but you won't get any more than that''). And then the bags will be set into barrels. If your settings are on "mix food" (<o, m>), then 1 barrel can hold all you need - but you can easily customize your food stockpiles to have no barrels at all. I like to set 1-tile large stockpiles customized to accept only that one seed adjacent to the plots they will serve - makes planting (and visually checking your seed supply) too easy. (While the bags might get wear from being walked on, the seeds won't suffer - put them in hallways if you have to, and/or use <d, o> to set Restricted traffic on them.) | |
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I like to send a quick, large wave of unskilled Plant Gathering out early in the game, 1st Spring or Summer (once everything is nearly underground but before real trouble shows up), to get a nice selection of AG plants, and then brew those up (or forbid all other foods and let them get eaten first) to get the seeds asap for a Summer planting. | I like to send a quick, large wave of unskilled Plant Gathering out early in the game, 1st Spring or Summer (once everything is nearly underground but before real trouble shows up), to get a nice selection of AG plants, and then brew those up (or forbid all other foods and let them get eaten first) to get the seeds asap for a Summer planting. | ||
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==Starting Seven== | ==Starting Seven== | ||
(updated for 2020) | (updated for 2020) | ||
− | Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very diff than before, switching | + | Screened my original seven slightly, tossing out the first couple groups - no cat lovers, no real slackers, no serious over-indulgers or quitters. Very slightly diff than before, switching armor/weapon, and bumping the leather skill by 1. |
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The party now consists of the following: | The party now consists of the following: | ||
− | :* 1) " | + | :* 1) "Boss Axe" Leader/Security: Axe +3, Armor User +5, Appraise +1, Judge of Intent +1 |
− | :* 2) " | + | :* 2) "Green T" Grower +5/(Wrestler +5 or ???) |
− | :* 3) "Stoney" | + | :* 3) "Stoney" Mason +5/Stone Crafter +5 |
− | :* 4) " | + | :* 4) "Quench" Weaponsmith +5/Brewer +5 |
− | :* 5) "Hardpan" | + | :* 5) "Hardpan" Armorsmith +5/Cook +5 |
− | :* 6) "Cagey" | + | :* 6) "Cagey" Mechanic +5/Carpenter +5 |
− | :* 7) "Striker" | + | :* 7) "Striker" Miner +5/Siege Engineer +5 |
:Notes: | :Notes: | ||
− | + | :: 1) Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf "starting military". Hopefully on a dwarf with high social inclinations and no preferences for any "item". He'll make a 2nd pick for Weaponsmith as his moodable skill. | |
− | :: | + | :: 2) This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time. He needs one moodable skill (and that depends entirely on [[preferences]]), but producing one (1) item will fill that need, so dealer's choice. Grower 5 will take 2 starting seeds of each turn them into more than I need by the end of the 1st year. |
− | :: ( | + | ::: The "???" skill could be any rarely-needed, low time-drain skill(s), something until Migrants can do better. I used to do Gemsetter, but that's up to you. Or, if he has a useful preference, take that skill @ 5 and plan to change careers once a decent Grower migrates in. Or just save the points and buy another war dog. Whatever works for you. For me, Wrestler is for unpleasant surprises when farming outside, and as backup military. |
− | :: | + | :: 3) Stonecraft mugs for the Caravan. Plus, a few nice ☼mugs☼ for the Tavern couldn't hurt. Important to keep Mason skill > Stonecraft in case of moods - the goal is an artifact coffin, statue or throne, not a jug or hive. This means little or no early hauling - if he's not making furniture or constructing buildings, he's making blocks for practice. Mug production starts sometime mid-Summer. Often has more than a few each of Mason's and Cratdwarf's workshops cluttered before the Caravan arrives, just because early on it's faster to build new ones ''(in the middle of a stone field)'' than to store everything. |
− | + | :: 4 & 5) - One moodable skill w/ one non-moodable that we don't have to worry about. There are 2 reasons for starting with a high skill - quality or speed. Brewer/Cook 5 means they can spend less time away from what's important. | |
− | + | :: 6) Beds, buckets, cages, etc. will be meh-quality until a replacement migrates in, but better than nuthin'. | |
− | + | :: 7) I like [[ballista]]e. And while Miner can be trained up to 4-5 in about 1 season (especially in [[soil]]), starting with a 5 means he strikes the earth with alacrity and purpose, going through soil like magma through an elf - which is critical early on. No Hauling, 24/7 miner from the start. He gets some stat boosts by the time he makes Legendary, trains up some replacements, then gets transferred to the military. SE is tough to skill up - or, that skill could as easily be any Military skill(s) for military dwarf #2 (Mace 1, Armor 4?). | |
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− | :: 4 & 5) | ||
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− | :: 6) | ||
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− | :: 7) | ||
::''(Any other personal preferences/likes are, well, pretty much dull and pointless. Squares. Trumpets. Siliceous ooze. Yay.)'' | ::''(Any other personal preferences/likes are, well, pretty much dull and pointless. Squares. Trumpets. Siliceous ooze. Yay.)'' | ||
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:: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner vs. later). For me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)'' | :: ''(These skill mixes were chosen with an eye to several factors, including future possible [[mood]]s, time-demands of skills, and when the skill would be needed in the fortress (sooner vs. later). For me, for my priorities and gamestyle, I like this mix far better than other, more conventional choices.)'' | ||
− | For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere). The Miner will do nothing else but mine, all hauling turned off until they're legendary ( | + | For the start, the Leader/Axedwarf will add in unskilled Woodcutter, Herbalist and Animal Trainer, and cover all the outdoor duties with a few wardogs in tow (until they're assigned elsewhere). The Miner will do nothing else but mine, all hauling turned off until they're legendary (before Summmer mining in soil), and will be some early reserve military with those attributes. Almost everyone else will be Furnace Operators, to cover than as it comes up, and almost everyone except the Cook will be a Butcher/Tanner, to cover those duties asap before anything rots (the cook will cook what's butchered, oddly enough). The Weaponsmith/Lthrwrkr will add Carpenter, and cover those duties as well for now - gotta make sure they maintain "Weaponsmith" as a profession, for any mood. |
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− | The | + | The Mason/Stonecrafter will have their hands full at first, and I know I'll sometimes wish they were two separate dwarfs (been there before with this mix), but, after a few caravans, stonecrafts will only take a few weeks out of the year, and at some point a mood will create a legendary one while this dwarf concentrates on keeping Mason > Stonecraft for any mood that strikes. |
− | + | The 2nd half of the Grower/Gemsetter is a "fill in this blank" ''. Armor User is harder to train than Wrestler or Dodge, an any collection of Medical skills is a joke. For me, Gemsetter is a long-term plan (for the sand/glass) - but ultimately dealer's choice. Even odds whether this Grower or some random migrant will have a better Grower score, so he's not completely tied to agriculture if he wants to change careers. | |
==In the wagon== | ==In the wagon== | ||
− | I intend to '''[[Make your own weapons|DIY]]''' my own axe for woodcutting and defense, out of bronze, plus a second pick. Bronze is about +33% better in combat than copper and actually takes less fuel (8 bars/1 fuel!). The rest | + | I intend to '''[[Make your own weapons|DIY]]''' my own axe for woodcutting and defense, out of bronze, plus a second pick. Bronze is about +33% better in combat than copper and actually takes less fuel (8 bars/1 fuel!). The rest if for moods, and because Bismuth Bronze costs the same # of embark points as regular Bronze ''(a bit more time and fuel)'', but is worth 20% more. |
And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv. | And I have no shame in exploiting the "1 free container for 1 unit" rule. ymmv. |