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Editing v0.31:Sample Starting Builds
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The following are sample starting builds provided by users. They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build. | The following are sample starting builds provided by users. They may be as specific as full skill and item specifications with a file that you can copy and paste to use yourself, or as general as suggestions on how you might set up your starting build. | ||
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The Dwarves: | The Dwarves: | ||
− | *Miner/Stonecrafter (mines and makes pots and crafts | + | *Miner/Stonecrafter (mines and makes pots and crafts if needed) |
− | *Miner/Mechanic (mines and makes levers or traps | + | *Miner/Mechanic (mines and makes levers or traps if needed) |
*Mason/Building Designer (makes all the furniture and buildings) | *Mason/Building Designer (makes all the furniture and buildings) | ||
*Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed) | *Carpenter/Woodcutter (cuts wood, makes beds, bins, barrels, and cages if needed) | ||
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*30 Meat/Fish/Eggs | *30 Meat/Fish/Eggs | ||
*5-10 of each seed | *5-10 of each seed | ||
− | *Spend the rest of the points on anything else you want like | + | *Spend the rest of the points on anything else you want like animals and ores. Copper ores are a good choice since they're very cheap. |
− | Notes | + | Notes; |
*After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well. | *After hauling your wagon supplies indoors, have your smith work nonstop making fuel, smelting ores, and making weapons/armor. By the time your first migrants arrive you should have a full set of armor and a weapon for each. If not have the migrants help the smith out with smelting. Then draft them. By starting training early and having good gear your militia should do well. | ||
*Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example. | *Trading early on will mostly consist of stone crafts and any extra goods you have lying around like plump helmet roasts for example. | ||
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Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from "unskilled" quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12. | Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from "unskilled" quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12. | ||
− | *Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a | + | *Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing "crime" won't result in undue maiming. (Moodable skill: Mining) |
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry) | *Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry) | ||
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting) | *Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting) | ||
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===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS=== | ===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS=== | ||
− | + | This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel weapons at better {{L|Item quality|quality}} for more or less 312p. The weapons, able to double as logging/mining implements, can give your squishy {{L|Miner|Excavators}} and {{L|Wood cutter|Lumberjacks}} an advantage in battle. | |
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− | This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel | ||
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'''Prepare for the journey carefully:''' | '''Prepare for the journey carefully:''' | ||
− | At the | + | At the {{L|Embark}} screen, choose the following items: |
* Required | * Required | ||
− | ** 3p x 1 unit of | + | ** 3p x 1 unit of {{L|fire-safe}} {{L|stone}} from the Stone category |
− | ** 100p x 1 | + | ** 100p x 1 {{L|iron}} {{L|anvil}} |
− | ** A distinct lack of | + | ** A distinct lack of {{L|steel}} weapons |
* Main, cheapest, most desirable raw materials | * Main, cheapest, most desirable raw materials | ||
− | ** 24p x 2 units of iron | + | ** 24p x 2 units of iron {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}}) |
− | ** 6p x 2 units of | + | ** 6p x 2 units of {{L|flux}} stone from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}}) |
− | ** 3p x | + | ** 3p x 2 units of {{L|Bituminous coal}} from the Stone category |
− | ** | + | ** 3p x 1 log of any type of {{L|wood}} from the Wood category |
− | *** | + | *** Deconstruct your {{L|Wagon}} for an additional 3 logs of a random type of wood |
− | ** 0p (No | + | ** 0p (No {{L|Skill|skills}} taken) |
− | *'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: | + | *'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: {{L|Furnace operator}}, {{L|Wood burner}}, {{L|Metalsmith}} and {{L|Weaponsmith}}) |
− | + | For a minimum total of '''172p'''. 312p with the skills, and those too will last you a lifetime. It's steel for the price of {{L|bronze}}! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points. | |
− | + | In comparison, the embark prices are: 2 steel battle axes (2040p), 2 steel picks (1320p), 1 steel battle axe and 1 steel pick (1680p), 2 {{L|copper}} battle axes (136p), 2 copper picks (88p), 1 copper battle axe and 1 copper pick (112p), 2 bronze battle axes (340p), 2 bronze picks (220p), 1 bronze battle axe and 1 bronze pick (280p). | |
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− | * | + | '''For each successive weapon pair:''' |
− | **24p x 2 units of | + | |
− | **6p x 2 units of | + | Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the main, cheapest, most desirable raw materials and add 3 wood, and two more weapons can be made. The rough cost is 78p per successive pair. Your only constraint is time and dwarfpower. |
− | **3p x | + | |
+ | *An extra pair of steel weapons: | ||
+ | **24p x 2 units of {{L|iron}} {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}}) | ||
+ | **6p x 2 units of {{L|flux}} {{L|stone}} from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}}) | ||
+ | **3p x 2 units of {{L|Bituminous coal}} from the Stone category | ||
+ | **3p x 4 logs of any type of {{L|wood}} from the Wood category | ||
'''Substitutes for above grocery lists:''' | '''Substitutes for above grocery lists:''' | ||
− | Due to extenuating circumstances, such as the variability of the goods your | + | Due to extenuating circumstances, such as the variability of the goods your {{L|Civilization|parent civilization}} has |
available, some substitutes may be used: | available, some substitutes may be used: | ||
* Substitutes | * Substitutes | ||
− | ** | + | ** Mutually compatible: |
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood | *** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood | ||
− | + | *** 3p x 4 logs of any type of wood from the Wood category instead of 2 units of Bituminous coal | |
− | *** 3p x | + | **** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of the wagon wood, any other wood from this strategy, and any Bituminous coal |
− | * | + | *** Remove 3p x 1 log of any type of wood from the Wood category if you're making a steel battle axe for woodcutting first |
− | *** 10p x | + | ** Single option sub to save time: |
− | + | *** 50 x 1 unit of iron bars and 50 x 1 unit of pig iron bars instead of 2 units of iron ores, 1 unit of flux stone, 1 unit of Bituminous coal, and 1 log of wood | |
− | *** | + | *** 150p x 2 units of steel bars instead of 2 units of iron ore, 2 units of flux stone, 2 units of Bituminous coal, and 1 log of wood |
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− | ** Single option sub | ||
− | *** | ||
− | *** 150p x 2 steel bars instead of 2 iron ore | ||
'''Strike the earth!''' | '''Strike the earth!''' | ||
− | * Deconstruct the | + | * Deconstruct the {{L|Wagon}} your {{L|Embark|starting goods}} come in. |
− | * Build a | + | * Build a {{L|Wood furnace}} with the fire-safe stone |
− | ** Use | + | ** Use four wood to make '''four''' charcoal |
** Deconstruct the furnace | ** Deconstruct the furnace | ||
+ | * Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace | ||
+ | ** Smelt the two bituminous coal (powered with two charcoal) into six units of coke so we now have 6 coke and 2 charcoal | ||
+ | ** Smelt two iron ores (powered with two coke) into two iron bars | ||
+ | ** Smelt '''one''' iron bar with one flux stone with one coke (powered with one coke) into one pig iron bar | ||
+ | ** Smelt the iron bar with the pig iron bar with one flux stone with one coke (powered with one coke) into two steel | ||
+ | ** Deconstruct the smelter | ||
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− | * Build a | + | * Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter and the iron anvil from the embark |
− | ** Using | + | ** Using one steel (powered by one coke), forge a weapon. |
+ | ** Using one steel (powered by one charcoal), forge another weapon. | ||
** Deconstruct the forge | ** Deconstruct the forge | ||
+ | * Alternatively, you might have foregone one wood (see substitutes) in which case: | ||
+ | ** Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter and the iron anvil from the embark | ||
+ | *** Using one steel (powered by one coke), forge a STEEL BATTLE AXE! Now you have [http://tvtropes.org/pmwiki/pmwiki.php/Main/AnAxeToGrind| an axe to grind]! This is why nobody tosses a dwarf! | ||
+ | *** Cut down at least '''one''' tree (and continue cutting down trees) | ||
+ | *** Deconstruct the forge | ||
+ | ** Build a {{L|Wood furnace}} with the fire-safe stone from the deconstructed ''forge'' | ||
+ | *** Use wood to make charcoal | ||
+ | *** Deconstruct the furnace | ||
+ | ** Re-freaking-build a {{L|Metalsmith's forge}} using the frickin' stuff | ||
+ | *** Using one steel (powered by one brand new charcoal), forge another freaking weapon. And all for 3 freaking embark points. | ||
+ | *** DECONSTRUCT THE FORGE AAAAAH! | ||
* At the end of which, all you will have left relevant to the strategy are: | * At the end of which, all you will have left relevant to the strategy are: | ||
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** Two steel weapons | ** Two steel weapons | ||
** An iron anvil | ** An iron anvil | ||
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− | You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much | + | You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much, then forge axes. Lots of them. Only 78p per pair. Wowza. |
Why buy picks? If you're running this setup it's cheaper to get steel. | Why buy picks? If you're running this setup it's cheaper to get steel. | ||
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