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Difference between revisions of "40d:How to safely start fortress mode"

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All advice in the replies will be summed up here in user friendly bits.
 
All advice in the replies will be summed up here in user friendly bits.
  
Firstly, my advice:
+
==Dwarf jobs and happiness==
  
==Yanlin's tips:==
+
Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an immigrant. For example, start with one mason working like a madman churning out doors and such. Then when you get your first wave, start at least 4 mason workshops and make them churn out standard rooms. If you can make an apartment complex instead of a huge barracks room, you get yourself a good happy bonus. -Yanlin
  
Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an immigrant. For example, start with one mason working like a madman churning out doors and such. Then when you get your first wave, start at least 4 mason workshops and make them churn out standard rooms. If you can make an apartment complex instead of a huge barracks room, you get yourself a good happy bonus.
+
Legendary dining rooms. Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient engraver with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death. -Yanlin
  
Legendary dining rooms. Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient engraver with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death.
+
A fort divided does not stand. Make sure your dwarves don't run around like idiots. -Yanlin
  
Cats. DO NOT DO IT! IT IS NOT WORTH IT!
+
Cave adaptation. I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple floors and each one has the entire entrance in light state. How? Well light passes through floors! Go figure. This is how I do it. I channel out the entire entrance from the top to the level I am currently building in. I wall it in on the top to prevent goblins and other nasty stuff from jumping or firing in. I create a small "maintenance" tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested wood floors. (What kind of idiot wastes wood on anything but bins, buckets, barrels and beds?) -Yanlin
  
Dogs. DO IT! IT IS WORTH IT!
+
Stone stockpiles. NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though. -Yanlin
  
An army of peasants is a good thing if you think about it. Churn out a few crossbows and bolts. Even copper weapons can take down most sieges you will probably get.
+
Haulers. Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of food and booze while the rest do the odd job here and there. -Yanlin
  
Glass. You want sand on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of fuel for your forge. You can make almost everything out of glass. If you can get a magma glass forge, you win.
+
Micromanagement. Only your core dwarves need it. The rest can just do anything they want. -Yanlin
  
A fort divided does not stand. Make sure your dwarves don't run around like idiots.
+
Fishing. Not worth it. Only the shells are worth it. -Yanlin
  
Cave adaptation. I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple floors and each one has the entire entrance in light state. How? Well light passes through floors! Go figure. This is how I do it. I channel out the entire entrance from the top to the level I am currently building in. I wall it in on the top to prevent goblins and other nasty stuff from jumping or firing in. I create a small "maintenance" tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested wood floors. (What kind of idiot wastes wood on anything but bins, buckets, barrels and beds?)
+
Hunting. Worth it. But at least give your hunter some armor. -Yanlin
  
Wood. You don't really NEED a heavily fortested map. Assuming you will make about 100 beds during 3 years and some barrels, buckets and bins, you only need about 500 trees. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell.
+
Farm size. 10x10 of plump helmets without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin
  
Stone stockpiles. NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though.
+
Cloth. Pig tails will provide you all the cloth you need and booze too. -Yanlin
  
Haulers. Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of food and booze while the rest do the odd job here and there.
+
Buying your first anvil. Mugging. No not robbing the merchant. Making tons and tons of stone mugs! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, craftsdwarves are GOOD! -Yanlin
  
Micromanagement. Only your core dwarves need it. The rest can just do anything they want.
+
Nobles. Give them a huge bedroom, huge office and cram it up with some decorations and engravings. That should keep em happy for a while. -Yanlin
  
Farming. The best source of food. If you don't want to "Cheat" you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. Cooking destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food.
+
==Pets and food animals==
  
Fishing. Not worth it.
+
Cats. DO NOT DO IT! IT IS NOT WORTH IT! -Yanlin
  
Hunting. Worth it. But at least give your hunter some armor.
+
Dogs. DO IT! IT IS WORTH IT! -Yanlin
  
Farm size. 10x10 of plump helmets without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.)
+
Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats. -HisMajestyBOB
 
 
Cloth. Pig tails can give you all the cloth you need.
 
 
 
Buying your first anvil. Mugging. No not robbing the merchant. Making tons and tons of stone mugs! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, craftsdwarves are GOOD!
 
 
 
Goblin pedophiles and Kobold noobs. One dog on a chain will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment.
 
 
 
Iron. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly.
 
 
 
Nobles. Give them a huge bedroom, huge office and cram it up with some decorations and engravings. That should keep em happy for a while.
 
 
 
Security. Stonefall traps at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station marksdwarves in fortifications outside your fort. Make sure to put them in a tower.
 
 
 
 
 
 
 
==Advice from others:==
 
 
 
 
 
 
 
===Flok Speargrabber says:===
 
 
 
Dogs are not worth it FPS wise. (I say, put them in cages.)
 
 
 
He also mentions the common barrel exploit. Each piece of meat and booze you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc.
 
 
 
Turtles are AWESOME!
 
 
 
Bringing a few seeds of everything along with you is wise. (I suggest bringing plenty of plump helmet and pig tail seeds.)
 
 
 
 
 
Wood is useful for:
 
- Beds
 
- Bins
 
- Barrels
 
- Spikes
 
- Pump parts
 
- Windmills and water wheels
 
 
 
Stone is good for:
 
- Statues
 
- Coffers
 
- Cabinets
 
- Coffins
 
- Trade goods
 
- Doors
 
- Floodgates
 
- Chairs
 
- Tables
 
- Statues (Cheaper though)
 
- Blocks for roads and floors (More brick-y than block-y)
 
 
 
Metal is good for:
 
- Weapons
 
- Armor
 
- Coins (HORRIBLE MISTAKE! THIS ADVICE WILL MAKE YOU SUICIDE!)
 
- Magma-safe pumps
 
- Expensive statues
 
- Noble orders, usually, unless they don't want a special metal item
 
 
 
 
 
 
 
===HisMajestyBOB says:===
 
 
 
Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats.
 
 
 
 
 
 
 
===blakyoshi7 says:===
 
 
 
Immigrants are good for fishing that pesky carp. (Well not really. But they are good for fishing nonetheless.)
 
 
 
 
 
 
 
===Proteus says:===
 
  
 
Dogs give a lot of bang for your buck.
 
Dogs give a lot of bang for your buck.
 +
They are a good source of meat. You just pay 16 bucks for them upon embark, if I remember correctly. This might be a little bit more than the price of 5 meat (which is 10 bucks) but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year.
 +
when you slaughter them each dog gives you 5 meat, 5 bones, a hide and a skull. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start.  -Proteus
  
 +
Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible thief defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into kobold kibble, and they're quite handly at dealing with smaller sieges too.
 +
Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet. -Hyndis
  
They are a good source of meat.
 
You just pay 16 bucks for them upon embark, if I remember correctly.
 
This might be a little bit more than the price of 5 meat (which is 10 bucks)
 
but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year.
 
 
when you slaughter them each dog gives you 5 meat, 5 bones, a hide and a skull. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start.
 
 
 
 
===Vaftrudner says:===
 
 
Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such.
 
 
He also suggests to abandon farming pig tail and just buy cloth. According to him that's a worthwhile method for saving work in your fortress. From what I understand he just claims it's not worth farming it. Maybe it's worth buying the grown pigtail and processing it yourself.
 
 
 
 
===Jude says:===
 
 
Don't bring dimple cup or pig tail seeds. They don't yield food and if you want a cloth or dye industry, you can import the seeds later. (Incorrect. As far as I know, seeds give you bags. Free bags = good)
 
 
 
 
===Overdose says:===
 
 
1 fisherdwarf is a good compliment to any map with a decent amount of water (with exception to rivers which get dwarfs killed). Particularly if you have an aquifer on said map, you can make an indoor fishery that produces upwards of 100 turtles or more a year with just a small one (you could make many of them or large ones if need be), and as we all know, turtles = food+free bones/shells.
 
 
Having an unlimited supply of bone bolts, shells for those moods, plus a food supplement isn't that bad at all.
 
 
Bringing more then 4 of each type of seed is usually a waste, since through brewing/processing or raw consumption, you'll easily start having overwhelming numbers of seeds.
 
 
Hunting isn't worth it unless you have dangerous animals lurking about, in which case the hunter is only providing security for your woodcutters and such. I'd treat them more like a patrolling watchman then for a food source.
 
 
Also, contrary to Jude saying, pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness.
 
 
 
 
===motorbitch says:===
 
  
Pigtail makes great booze. It helps keep your dwarves happy and avoid the "Tired of same booze" unhappy thought.
+
==Defense==
  
Stonefall traps cause a lot of rearm jobs of they are triggered. If you wish to avoid that use weapon traps. Spiked balls are recommended. They have 3 hits and some crit chance. One of those can almost bring down a demon.
+
An army of peasants is a good thing if you think about it. Churn out a few crossbows and bolts. Even copper weapons can take down most sieges you will probably get. -Yanlin
  
You need cloth only for strange moods. You can easily buy all the cloth you need and have your farmers do more useful work.
+
Goblin pedophiles and Kobold noobs. One dog on a chain will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment. -Yanlin
  
Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.)
+
Security. Stonefall traps at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station marksdwarves in fortifications outside your fort. Make sure to put them in a tower. -Yanlin
  
Coal. Bring it.
+
You might want to bring along a rope and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts. -Gamerofthegame
  
Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.
+
Weapon traps and marksdwarves = survival for for most -wendigo
  
Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.)
+
==Production and efficiency==
  
 +
Glass. You want sand on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of fuel for your forge. You can make almost everything out of glass. If you can get a magma glass forge, you win. -Yanlin
  
 +
Iron. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly. -Yanlin
  
===kurisukun says:===
+
Common barrel exploit. Each piece of meat and booze you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc. -Flok Speargrabber
  
Forbid at least 2 of every kind of item.
+
Turtles are AWESOME! -Flok Speargrabber
  
Raw gems, Bones, metal bars, Shells, Cloth (Silk and Plant), shells, bones, etc.
+
Bringing a few seeds of everything along with you is wise. (I suggest bringing plenty of plump helmet and pig tail seeds.) -Flok Speargrabber
  
You will be thankful that you didn't accidentally make all your cloth into bags when your weaponsmith starts asking for cloth as a fey mood item.
+
Immigrants are good for fishing that pesky carp. (Well not really. But they are good for fishing nonetheless.) -blakyoshi7
  
It may be worth forbidding 3, depending on the item type.
+
Farming. The best source of food. If you don't want to "Cheat" you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. Cooking destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food. -Yanlin
  
This thread has reached it's goal of becoming great. Now lets try to make this thread even better. One that Today one would be proud of.
+
Wood. You don't really NEED a heavily fortested map. Assuming you will make about 100 beds during 3 years and some barrels, buckets and bins, you only need about 500 trees. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell. -Yanlin
  
 +
Pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness. -Overdose
  
 +
Pigtail makes great booze. It helps keep your dwarves happy and avoid the "Tired of same booze" unhappy thought. -motorbitch
  
===Gamerofthegame says:===
+
You need cloth only for strange moods. You can easily buy all the cloth you need and have your farmers do more useful work. -motorbitch
  
You should only put a priority on Magma if you have the ability to make glass with it. If so, it should be one of your first things.
+
Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.- motorbitch
  
Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs.
+
Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.) -motorbitch
  
You might want to bring along a rope, too, and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts.
+
You should only put a priority on Magma if you have the ability to make glass with it. If so, it should be one of your first things. -Gamerofthegame
  
 +
Have your carpenter(s) craft a steady flow of beds/barrels/bins -wendigo
  
 +
Run a still nonstop. Get those seeds, distill that booze. -wendigo
  
===Hyndis says:===
+
Metalworking is desirable, but not crucial. -wendigo
  
Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible thief defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into kobold kibble, and they're quite handly at dealing with smaller sieges too.
+
I set every dwarf in the fortress to butcher and tan. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops. -Hyndis
  
Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet.
+
===Wood is useful for:===
 +
Beds - Bins - Barrels - Spikes - Pump parts - Windmills and water wheels
  
 +
-Flok Speargrabber
  
  
===Lord Dullard says:===
+
===Stone is good for:===
  
If I embark somewhere with little/no trees I usually bring along the anvil right away so that I can start making metal barrels when I hit a few veins of copper, lead, or another cheap metal. The best way to do this is to bring along the anvil, three bituminous coal, three non-economic stones of any kind, and 2-5 copper bars depending on how many dwarves you want mining. This way you can construct your smelter, wood furnace, and metalsmith's forge, burn the wood from your wagon, convert the coal to fuel, and make copper picks right away.
+
Statues - Coffers - Cabinets - Coffins - Trade goods - Doors - Floodgates - Chairs - Tables - Statues (Cheaper though) - Blocks for roads and floors (More brick-y than block-y)
  
 +
-Flok Speargrabber
  
===Ashery says:===
 
  
You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad)
+
===Metal is good for:===
 +
Weapons - Armor  - Magma-safe pumps - Expensive statues - Noble orders, usually, unless they don't want a special metal item
  
 +
-Flok Speargrabber
  
===wendigo says:===
 
  
1:  Learn to construct walls and other stone buildings.
+
==Performance==
2:  Build a keep around your trade depot/entrance.  Fortify with traps and war dogs.  Have battlements with arrow slits and train your early armed forces to stand behind said slits raining crossbow death on ambushers and siegers.
 
3:  Have your carpenter(s) craft a steady flow of beds/barrels/bins
 
4:  Have a healthy farm operation going on, as near the surface as possible.
 
5.  Run a still nonstop.  Get those seeds, distill that booze.
 
  
Remember: Weapon traps and marksdwarves = survival for for most
+
Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such. -Vaftrudner
  
Metalworking is desirable, but not crucial.
+
Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.) -motorbitch
  
 +
Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs. -Gamerofthegame
  
  
===Hyndis says again:===
+
==Special conditions==
  
I set every dwarf in the fortress to butcher and tan. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops.
+
You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad) -Ashery
  
  
 
=Adding your own advice=
 
=Adding your own advice=
  
The format is:
+
If you wish to add your own advice, do so in a grammatically correct manner. Links are not mandatory but desired. Remember to sign it with one space, a dash and then your name.
 
 
===YourNameHere says:===
 
 
 
That is to make sure your advice can easily be accessed from the top menu. This guide will eventually be categorized by advice category and not name. But that's for another time. (When Yanlin has enough spare time and will to help other people.)
 
 
 
Make sure you have three lines of space between your name and the last advice given.
 
  
Try to keep the grammar correct. Yanlin will try to correct it himself but he usually leaves good enough grammar be.
+
-NameHere
  
This guide WILL be categorized by advice category and not names eventually. READ ABOVE!
+
If you think the advice is poor, do not add it. The last thing Yanlin needs is more pruning of bad advice.
  
  

Revision as of 16:28, 11 September 2008

This guide was compiled by Yanlin (And the users) for the users. Basically it contains Yanlin's personal advice with the advice of others taking a higher rank.

The page has not yet been completely made wiki friendly and it is a WIP.

The guide

All advice in the replies will be summed up here in user friendly bits.

Dwarf jobs and happiness

Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an immigrant. For example, start with one mason working like a madman churning out doors and such. Then when you get your first wave, start at least 4 mason workshops and make them churn out standard rooms. If you can make an apartment complex instead of a huge barracks room, you get yourself a good happy bonus. -Yanlin

Legendary dining rooms. Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient engraver with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death. -Yanlin

A fort divided does not stand. Make sure your dwarves don't run around like idiots. -Yanlin

Cave adaptation. I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple floors and each one has the entire entrance in light state. How? Well light passes through floors! Go figure. This is how I do it. I channel out the entire entrance from the top to the level I am currently building in. I wall it in on the top to prevent goblins and other nasty stuff from jumping or firing in. I create a small "maintenance" tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested wood floors. (What kind of idiot wastes wood on anything but bins, buckets, barrels and beds?) -Yanlin

Stone stockpiles. NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though. -Yanlin

Haulers. Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of food and booze while the rest do the odd job here and there. -Yanlin

Micromanagement. Only your core dwarves need it. The rest can just do anything they want. -Yanlin

Fishing. Not worth it. Only the shells are worth it. -Yanlin

Hunting. Worth it. But at least give your hunter some armor. -Yanlin

Farm size. 10x10 of plump helmets without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin

Cloth. Pig tails will provide you all the cloth you need and booze too. -Yanlin

Buying your first anvil. Mugging. No not robbing the merchant. Making tons and tons of stone mugs! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, craftsdwarves are GOOD! -Yanlin

Nobles. Give them a huge bedroom, huge office and cram it up with some decorations and engravings. That should keep em happy for a while. -Yanlin

Pets and food animals

Cats. DO NOT DO IT! IT IS NOT WORTH IT! -Yanlin

Dogs. DO IT! IT IS WORTH IT! -Yanlin

Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats. -HisMajestyBOB

Dogs give a lot of bang for your buck. They are a good source of meat. You just pay 16 bucks for them upon embark, if I remember correctly. This might be a little bit more than the price of 5 meat (which is 10 bucks) but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year. when you slaughter them each dog gives you 5 meat, 5 bones, a hide and a skull. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start. -Proteus

Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible thief defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into kobold kibble, and they're quite handly at dealing with smaller sieges too. Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet. -Hyndis


Defense

An army of peasants is a good thing if you think about it. Churn out a few crossbows and bolts. Even copper weapons can take down most sieges you will probably get. -Yanlin

Goblin pedophiles and Kobold noobs. One dog on a chain will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment. -Yanlin

Security. Stonefall traps at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station marksdwarves in fortifications outside your fort. Make sure to put them in a tower. -Yanlin

You might want to bring along a rope and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts. -Gamerofthegame

Weapon traps and marksdwarves = survival for for most -wendigo

Production and efficiency

Glass. You want sand on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of fuel for your forge. You can make almost everything out of glass. If you can get a magma glass forge, you win. -Yanlin

Iron. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly. -Yanlin

Common barrel exploit. Each piece of meat and booze you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc. -Flok Speargrabber

Turtles are AWESOME! -Flok Speargrabber

Bringing a few seeds of everything along with you is wise. (I suggest bringing plenty of plump helmet and pig tail seeds.) -Flok Speargrabber

Immigrants are good for fishing that pesky carp. (Well not really. But they are good for fishing nonetheless.) -blakyoshi7

Farming. The best source of food. If you don't want to "Cheat" you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. Cooking destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food. -Yanlin

Wood. You don't really NEED a heavily fortested map. Assuming you will make about 100 beds during 3 years and some barrels, buckets and bins, you only need about 500 trees. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell. -Yanlin

Pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness. -Overdose

Pigtail makes great booze. It helps keep your dwarves happy and avoid the "Tired of same booze" unhappy thought. -motorbitch

You need cloth only for strange moods. You can easily buy all the cloth you need and have your farmers do more useful work. -motorbitch

Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.- motorbitch

Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.) -motorbitch

You should only put a priority on Magma if you have the ability to make glass with it. If so, it should be one of your first things. -Gamerofthegame

Have your carpenter(s) craft a steady flow of beds/barrels/bins -wendigo

Run a still nonstop. Get those seeds, distill that booze. -wendigo

Metalworking is desirable, but not crucial. -wendigo

I set every dwarf in the fortress to butcher and tan. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops. -Hyndis

Wood is useful for:

Beds - Bins - Barrels - Spikes - Pump parts - Windmills and water wheels

-Flok Speargrabber


Stone is good for:

Statues - Coffers - Cabinets - Coffins - Trade goods - Doors - Floodgates - Chairs - Tables - Statues (Cheaper though) - Blocks for roads and floors (More brick-y than block-y)

-Flok Speargrabber


Metal is good for:

Weapons - Armor - Magma-safe pumps - Expensive statues - Noble orders, usually, unless they don't want a special metal item

-Flok Speargrabber


Performance

Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such. -Vaftrudner

Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.) -motorbitch

Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs. -Gamerofthegame


Special conditions

You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad) -Ashery


Adding your own advice

If you wish to add your own advice, do so in a grammatically correct manner. Links are not mandatory but desired. Remember to sign it with one space, a dash and then your name.

-NameHere

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WIP

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