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Editing 40d Talk:Your first fortress

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Current skill list could be improved. Gem setter? Just wait for immigrant... Starting points can be spent in better ways. Mechanic/architect won't have time for architecture if he has well-planned day. Woodcutting goes up really quick. 4 points in axedwarf will give you enough active defense for everything that isn't strong enough to force you to lock all dwarves underground. Weaponsmith isn't really needed at start. Your unskilled dwarves aren't good fighters, and this 20-40% damage won't change much. Proficient in herbalism is too much. It's either only to bootstrap aboveground farming or to replace it entirely (for starting fortresses) in which case you don't need grower skill. --[[User:Someone-else|Someone-else]] 16:35, 24 April 2008 (EDT)
 
Current skill list could be improved. Gem setter? Just wait for immigrant... Starting points can be spent in better ways. Mechanic/architect won't have time for architecture if he has well-planned day. Woodcutting goes up really quick. 4 points in axedwarf will give you enough active defense for everything that isn't strong enough to force you to lock all dwarves underground. Weaponsmith isn't really needed at start. Your unskilled dwarves aren't good fighters, and this 20-40% damage won't change much. Proficient in herbalism is too much. It's either only to bootstrap aboveground farming or to replace it entirely (for starting fortresses) in which case you don't need grower skill. --[[User:Someone-else|Someone-else]] 16:35, 24 April 2008 (EDT)
 
:Speaking of gem setters, they're completely worthless because it takes more time to stud 300 exceptional mugs with gems than it takes to make 300 masterwork mugs. --[[User:GreyMario|GreyMario]] 16:50, 24 April 2008 (EDT)
 
:Speaking of gem setters, they're completely worthless because it takes more time to stud 300 exceptional mugs with gems than it takes to make 300 masterwork mugs. --[[User:GreyMario|GreyMario]] 16:50, 24 April 2008 (EDT)
::Hey now, the point of gem setting (after you've gotten a legendary one of course) isn't to stud your mugs, its to decorate those statues/thrones/tables/doors for the king or just general enjoyment of the fortress.  Its not like you need gems or gem-studded objects for trade, buying out caravans is so trivially easy without that.  And if you're going to stud a tradegood with gems, stud something with more intrinsic value than a mug - even a masterwork one isn't worth all that much.
 
::More generally on skills, i've been finding that once you get comfortable with the game you want to load up on skills that are harder to level up.  I haven't even been starting with miners my last couple games, leveling miners is pretty easy.  I often grab dwarves who can do one to two of the following: Carpentry, Building Design, Masonry, Mechanics, Weaponsmith, Armorsmith, Metalsmith.  After that, choose one of Clothier or Glassworker (and possibly grab some related profession skills).  Make sure one dwarf has leader skills (I prefer 1 in each of Negotiator/Appraiser/Judge Intent/Persuader/Consoler).  Combine these as you see fit (though I generally combo Architect/Mason and make my Mechanic my broker/trader/bookkeeper/hopefully leader).  And make sure to get a Brewer/Grower to handle your food needs (starting with a trained cook I find to be less important than a trained brewer).  Anything left I put into other possibly useful and hard to train skills - gem cutter or setter being most typical.  The real trick is suitably micromanaging the 'easy-train' necessary jobs to avoid polluting your desired mood skill before the first wave of immigrants arrive.  I've also been starting with an anvil most of the time too, and crafting my axe (and sometimes my picks, although you don't save much doing that).
 
::Which isn't to say beginners shouldn't start with some experienced miners and so forth.  But the herbalist is wholely unnecessary (I've only above ground farmed once, and that was for dye plants and 4 years in).  It would be more worthwhile to recommend they start in an area with a soil layer to make underground farming easier (and soil layers seem to be pretty common).  But the starting advice recommends so much food that the only difficulty is figuring out how to irrigate, not having the time to do so before they run out of food.  Finally, defensive skills are overrated.  You want defense?  That's what the mechanic is for.  Stonefall traps are far more reliable than a military dwarf, and won't take ages getting into position, be sleeping/eating/drinking when you need them, or take an unlucky hit and die instead of finishing the critter.  Far too much of a gamble, especially for a new player.  (Kobold thieves are easily dealt with by drafting everyone within a small radius, or just letting it run away if only one dwarf is nearby - they won't try to engage your dwarves once spotted - or by dogs for that matter).
 
::--[[User:Squirrelloid|Squirrelloid]] 01:31, 30 April 2008 (EDT)
 
  
 
I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)
 
I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)

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