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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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*Once you hit the caverns you can start farming on the mud. Be sure you draft your first few migrants and supply them with good gear using your smith; in order to defend yourself from anything that may be down there. | *Once you hit the caverns you can start farming on the mud. Be sure you draft your first few migrants and supply them with good gear using your smith; in order to defend yourself from anything that may be down there. | ||
*Trading early on will mostly consist of stone crafts/mugs encrusted with any gems you find. | *Trading early on will mostly consist of stone crafts/mugs encrusted with any gems you find. | ||
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===The Mining Guild=== | ===The Mining Guild=== | ||
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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 |
− | ** 0p x3 logs of any type of | + | ** 0p x3 logs of any type of {{L|wood}} |
− | *** From deconstructing your | + | *** From deconstructing your {{L|Wagon}} |
− | ** 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. | |
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+ | 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: (72p)''' | '''For each successive weapon pair: (72p)''' | ||
− | + | Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the raw materials replacing the wood with an extra {{L|Bituminous coal}}. The rough cost is 72p per successive pair. Your only constraint is time and dwarfpower. | |
− | * | + | *An extra pair of steel weapons: |
− | **24p x 2 units of | + | **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 | + | **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 4 units of | + | **3p x 4 units of {{L|Bituminous coal}} from the Stone 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: | ||
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*** 3p x 5 logs of any type of wood from the Wood category instead of 3 Bituminous coal | *** 3p x 5 logs of any type of wood from the Wood category instead of 3 Bituminous coal | ||
**** Make 8 charcoal | **** Make 8 charcoal | ||
− | *** 10p x 1 units of | + | *** 10p x 1 units of {{L|fuel|charcoal or coke}} and 1 Bituminous coal instead of wagon wood |
**** Don't build wood furnace | **** Don't build wood furnace | ||
− | *** 10p x 8 units of | + | *** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of wood + coal |
**** Skip wood furnace and coke making | **** Skip wood furnace and coke making | ||
** Single option sub. to save time: | ** Single option sub. to save time: | ||
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'''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 3 wood to make '''3''' charcoal | ** Use 3 wood to make '''3''' charcoal | ||
** Deconstruct the furnace | ** Deconstruct the furnace | ||
− | * Build a | + | * Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace |
** Smelt 3 bituminous coal (powered with 3 charcoal) --> into 9 units of coke | ** Smelt 3 bituminous coal (powered with 3 charcoal) --> into 9 units of coke | ||
** Smelt 2 iron ores (powered with 2 coke) --> two iron bars | ** Smelt 2 iron ores (powered with 2 coke) --> two iron bars | ||
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** Deconstruct the smelter | ** Deconstruct the smelter | ||
− | * Build a | + | * Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter + iron anvil |
** Using 2 steel (powered with 1 coke) forge 2 weapons | ** Using 2 steel (powered with 1 coke) forge 2 weapons | ||
** Deconstruct the forge | ** Deconstruct the forge | ||
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You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p per pair. Wowza. | You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much{{Verify}}, then forge axes. Lots of them. Only 72p 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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