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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.
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See {{L|starting builds}} for a general discussion of this topic.
  
 
==Tricks and Tactics==
 
==Tricks and Tactics==
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===Free Equipment===
 
===Free Equipment===
See [[Starting_build#Free_Equipment]]
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See {{L|Starting_build#Free_Equipment}}
  
 
===(War)dogs as (early) military===
 
===(War)dogs as (early) military===
Rather than worry about risking your dwarves, 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 dwarves 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.
+
Rather than worry about risking your dwarves, 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 dwarves 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 {{L|soldier}}s, a pair of wardogs each make a great boost to their combat effectiveness.
  
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarves do the training, obviously, or any who have a [[preference]] for dogs "for their loyalty", to give them an additional happy [[thought]].
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Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarves do the training, obviously, or any who have a {{L|preference}} for dogs "for their loyalty", to give them an additional happy {{L|thought}}.
  
 
=== Everyone Mines ===
 
=== Everyone Mines ===
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!
+
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 {{L|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 {{L|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!
  
 
''(Compare with DIY, next)''
 
''(Compare with DIY, next)''
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===DIY Tools & Weapons===
 
===DIY Tools & Weapons===
  
Rather than buy no-[[quality]] copper [[pick]]s and a no-quality [[steel]] [[axe]], some players choose to save money and forge some (or all) of these on site.  The savings of buying the ore (or just the metal bars) can be huge, and with a proficient [[weaponsmith]] the improvement in quality can be significant.  It also adds to [[created wealth]] instead of imported wealth.
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Rather than buy no-{{L|quality}} copper {{L|pick}}s and a no-quality {{L|steel}} {{L|axe}}, some players choose to save money and forge some (or all) of these on site.  The savings of buying the ore (or just the metal bars) can be huge, and with a proficient {{L|weaponsmith}} the improvement in quality can be significant.  It also adds to {{L|created wealth}} instead of imported wealth.
  
See [[Do it yourself]] for a full discussion.
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See {{L|Do it yourself}} for a full discussion.
  
(Note: A single copper pick is cheap and not a bad investment, unless looking for a [[challenge]].)
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(Note: A single copper pick is cheap and not a bad investment, unless looking for a {{L|challenge}}.)
  
 
===Chopping wood is dangerous!===
 
===Chopping wood is dangerous!===
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===Booze by popular demand===
 
===Booze by popular demand===
Many of your starting 7 dwarves may show a [[preference]] for one [[booze]] over all others. Since it all costs the same, bringing more of those types of booze can give them slightly happier [[thought]]s (until that type runs out).  Be cautious of bringing too much [[dwarven wine]] if you are going to rely heavily on [[plump helmet]]s for food and drink - dwarves don't like drinking the same wine all the time (even their favorite?) so bringing variety now is a good call.
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Many of your starting 7 dwarves may show a {{L|preference}} for one {{L|booze}} over all others. Since it all costs the same, bringing more of those types of booze can give them slightly happier {{L|thought}}s (until that type runs out).  Be cautious of bringing too much {{L|dwarven wine}} if you are going to rely heavily on {{L|plump helmet}}s for food and drink - dwarves don't like drinking the same wine all the time (even their favorite?) so bringing variety now is a good call.
  
 
==Full Builds==
 
==Full Builds==
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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 a 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.
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* either a herbalist/grower, or a {{L|fisherdwarf}}/X, or a {{L|hunter}}/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and {{L|bone}}s on maps with water (in maps with dangerous fish such as {{L|carp}} fishing is suicidal so be careful), and the third gets you meat and bones on maps with {{L|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.
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* 1 spare dwarf.  You might make him the leader and {{L|broker}}; if so, give him at least novice {{L|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.
  
 
'''Items'''
 
'''Items'''
 
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.
 
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.
  
* 2 [[pick]]s - 1 per miner
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* 2 {{L|pick}}s - 1 per miner
* 1 [[battle axe]] - so you can chop wood
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* 1 {{L|battle axe}} - so you can chop wood
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such
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* 1 {{L|Anvil}} - so you can make weapons, trade {{L|craft}}s, and such
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.
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* 20 units of drink:  Anything but {{L|dwarven wine}}, which you'll get through brewing asap.
* 30 [[plump helmet]]s - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].
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* 30 {{L|plump helmet}}s - They're good to eat and produce 5 units of {{L|alcohol|booze}} for each one brewed at a {{L|still}}.
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s
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* 5 {{L|turtle}}s - they get you {{L|bone}}s and {{L|shell}}s
* 20 [[plump helmet]] spawn - for planting.
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* 20 {{L|plump helmet}} spawn - for planting.
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.
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* 2 {{L|dog}}s - to guard against {{L|thief|thieves}} and help kill intruders.
* (optional) other kinds of [[seed]]s and rock nuts
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* (optional) other kinds of {{L|seed}}s and rock nuts
 
* (optional) 1 of many different kinds of meats for extra barrels
 
* (optional) 1 of many different kinds of meats for extra barrels
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such
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* (optional) some cheap (5 point) {{L|leather}} to make {{L|quiver}}s and {{L|bag}}s and such
  
 
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).
 
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).
  
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]].
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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 {{L|weapons}}.
  
 
=== Metalbashing/Glassworking ===
 
=== Metalbashing/Glassworking ===
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal as well but large coal seams or a forest will also suffice.  A site with [[sedimentary]] [[layer]]s and [[flux]] should mean nearly unlimited [[steel]].  Any site with [[sand]] (not "loamy sand" or the like) will permit [[glassmaker|glassworking]].  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
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Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal as well but large coal seams or a forest will also suffice.  A site with {{L|sedimentary}} {{l|layer}}s and {{L|flux}} should mean nearly unlimited {{L|steel}}.  Any site with {{L|sand}} (not "loamy sand" or the like) will permit {{L|glassmaker|glassworking}}.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.
  
 
'''Skills'''
 
'''Skills'''
* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal [[personality]].
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* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal {{L|personality}}.
* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.
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* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster {{L|trap}}-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to {{L|Wrestling}} gets you better on-call defense.
* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].
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* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as {{L|Blacksmith}}, {{L|Metal_crafter|Metal Crafter}}, or perhaps {{L|Glassmaker}} or {{L|Clothier}}.
 
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.
 
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.
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* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  {{L|Armorsmith}}, {{L|Weaponsmith}}, {{L|Bowyer}}, {{L|Glassmaker}}, and even {{L|Siege_engineer|Siege Engineer}}, {{L|Clothier}}, or {{L|Gem_setter|Gem Setter}} can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.
 
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.
 
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.
  
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.
+
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal {{L|goblet}}s, stone {{L|mug}}s, handwear, footwear, {{L|mechanism}}s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.
  
 
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.
 
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.
  
 
'''Core Items''' (all starts)
 
'''Core Items''' (all starts)
* 2 [[pick]]s
+
* 2 {{L|pick}}s
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.
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* 6 or 11 of each of {{L|dwarven ale}}, {{L|dwarven beer}}, and {{L|dwarven rum}}.  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.
+
* at least 11 {{L|plump helmet}}s.  Bring a lot more if you anticipate problems with gathering brewable plants.
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s. 11 give 2 barrels.
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* at least 6 {{L|turtle}}s.  Not only are they good eating, they ensure you have the {{L|shell}}s and {{L|bone}}s needed to satisfy {{L|strange mood}}s. 11 give 2 barrels.
 
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.
 
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.
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* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, {{L|sweet pod}} seeds, pig tail seeds, and {{L|cave wheat}} seeds will diversify your meals and drinks and let you set up for {{L|cloth}}es-making.  Seeds are packed in bags.
 
* (optional) some cheap (5 point) leather to make quivers and bags and such
 
* (optional) some cheap (5 point) leather to make quivers and bags and such
  
 
'''& Items''' (fast start)
 
'''& Items''' (fast start)
* 1 [[Anvil]]
+
* 1 {{L|Anvil}}
* no [[battle axe]] - you'll save points by making it yourself.
+
* no {{L|battle axe}} - you'll save points by making it yourself.
 
* only a few logs (just enough to get started with), unless the map has no trees
 
* only a few logs (just enough to get started with), unless the map has no trees
  
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.
+
See {{L|Make Your Own Weapons}} for more details on what to bring and how to make the battle axes you need to chop wood.
  
 
'''& Items''' (slow start)
 
'''& Items''' (slow start)
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed [[strange mood]].
+
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed {{L|strange mood}}.
* no [[Anvil]]
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* no {{L|Anvil}}
* no [[battle axe]]s
+
* no {{L|battle axe}}s
 
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.
 
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.
 
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed.  
 
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed.  
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===Do it yourself ===
 
===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.  This is both weapons/tools and seeds - you just don't need a lot of seeds if you have a half-decent [[Grower]].  Read the [[Make your own weapons]] article for more info and possible variations on the tools, and [[grower]] for an idea of how fast seeds can multiply.
+
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.  This is both weapons/tools and seeds - you just don't need a lot of seeds if you have a half-decent {{L|Grower}}.  Read the {{L|Make your own weapons}} article for more info and possible variations on the tools, and {{L|grower}} for an idea of how fast seeds can multiply.
  
 
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.
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* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)
 
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)
  
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 {{L|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 dwarves 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.  
+
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build {{L|siege engine}}s while other dwarves 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]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''
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''(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 {{L|terrifying}} {{L|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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* Raw Materials:
 
* Raw Materials:
 
:*  4 wood (plus 3 from wagon, enough to get started)
 
:*  4 wood (plus 3 from wagon, enough to get started)
:*  4 [[bauxite]] stone
+
:*  4 {{L|bauxite}} stone
:*  8 [[bituminous coal]]
+
:*  8 {{L|bituminous coal}}
:*  1 [[copper]] ore (copper nuggets or malachite)
+
:*  1 {{L|copper}} ore (copper nuggets or malachite)
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)
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:*  6 {{L|tetrahedrite}} ore (for {{L|silver}} potential)
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])
+
:*  3 {{L|cassiterite}} (tin) ore (for {{L|bronze}})
:*  2 [[bismuthinite]] ore (to make [[bismuth bronze]])
+
:*  2 {{L|bismuthinite}} ore (to make {{L|bismuth bronze}})
:*  3 [[galena]] ore (for silver potential)
+
:*  3 {{L|galena}} ore (for silver potential)
:*  2 [[sphalerite]] ore (for zinc, to make brass)
+
:*  2 {{L|sphalerite}} ore (for zinc, to make brass)
 
* Misc:
 
* Misc:
 
:*  3 cheap leather (to be made into bags)
 
:*  3 cheap leather (to be made into bags)
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:*  2 cats (for breeding, to produce leather, bones, meat)
 
:*  2 cats (for breeding, to produce leather, bones, meat)
  
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.
+
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' {{L|preference}}s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.
  
 
It's possible that "too many" cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.
 
It's possible that "too many" cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.
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When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)
 
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)
  
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) & lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods & mandates.
+
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for {{L|Weapon#Material_damage_modifiers|lowest-damage}} practice weapons, plus the copper (for quick chains) & lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods & mandates.
  
 
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.
 
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.
Line 201: Line 201:
 
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.
 
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.
 
*Dwarf 7 - Broker
 
*Dwarf 7 - Broker
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.
+
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be {{L|Intimidator}} 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.
  
 
'''Equipment'''
 
'''Equipment'''
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:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.
 
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.
 
*1-2 cats
 
*1-2 cats
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.
+
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a {{L|catsplosion}}.  That way, if the other cat meets with misfortune, you still have a spare.
 
*Food, drink, and seeds
 
*Food, drink, and seeds
 
:Fairly self-explanatory.
 
:Fairly self-explanatory.
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:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.
 
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.
 
*0 to 1 cat
 
*0 to 1 cat
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.
+
:You'll need to decide whether {{L|vermin}} or {{L|miasma}} will be a bigger problem, and choose cat or no cat accordingly.
 
*Food, drink, and seeds
 
*Food, drink, and seeds
 
:Fairly self-explanatory.
 
:Fairly self-explanatory.
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Many players always start with "1" of as many cheap types of meat and fish as they can, for the barrels. It can save time to create an Embark Profile for this purpose. Edit the following into the profile in .\data\init\embark_profiles.txt, add a significant TITLE if there is not already one, save that file and then ''close and restart'' DF.
 
Many players always start with "1" of as many cheap types of meat and fish as they can, for the barrels. It can save time to create an Embark Profile for this purpose. Edit the following into the profile in .\data\init\embark_profiles.txt, add a significant TITLE if there is not already one, save that file and then ''close and restart'' DF.
  
See [[Starting_build#Saving_a_starting_mix|Saving a starting mix]] for more information.
+
See {{L|Starting_build#Saving_a_starting_mix|Saving a starting mix}} for more information.
  
Different starting dwarven [[civilization]]s may have different availabilities. When selecting an Embark Profile, the game will automatically direct you to the "[[Starting_build#.22Prepare_for_the_Journey_Carefully.22|Prepare for the Journey Carefully]]" screen. Items unavailable from a chosen starting profile will be announced '''in red'''.
+
Different starting dwarven {{L|civilization}}s may have different availabilities. When selecting an Embark Profile, the game will automatically direct you to the "{{L|Starting_build#.22Prepare_for_the_Journey_Carefully.22|Prepare for the Journey Carefully}}" screen. Items unavailable from a chosen starting profile will be announced '''in red'''.
  
 
If you wish more than "1" of something - perhaps 11 turtle, for instance, for the [[shell]]s (and ''two'' barrels!), then change the number after "ITEM:" to that value.
 
If you wish more than "1" of something - perhaps 11 turtle, for instance, for the [[shell]]s (and ''two'' barrels!), then change the number after "ITEM:" to that value.
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==Challenge Builds==
 
==Challenge Builds==
If you feel you've got DF mastererd ([[fun|heh]]) and really want a challenge, then consider a [[challenges|challenge build]].
+
If you feel you've got DF mastererd ({{L|fun|heh}}) and really want a challenge, then consider a {{L|challenges|challenge build}}.
  
 
{{Category|Guides}}
 
{{Category|Guides}}

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