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== ''Dwarf Fortress'' Starter Pack ==
 
== ''Dwarf Fortress'' Starter Pack ==
  
The ''Dwarf Fortress'' Starter Pack includes a large number of basic embark profiles, including scenarios adapted from the Masterwork mod.  If you don't want to download the whole pack, you can also find many of the profiles at https://pastebin.com/vsQgfWNH
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The ''Dwarf Fortress'' Starter Pack includes a large number of basic embark profiles, including scenarios adapted from the Masterwork mod.  If you don't want to download the whole pack, you can also find many of the profiles at http://pastebin.com/buqxbNqj
  
 
== Nagidal's Allrounder ==
 
== Nagidal's Allrounder ==
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* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance)
 
* 1 Proficient [[Mason]] (good [[Attributes#Creativity|creativity]], good endurance)
 
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]])
 
* 1 Proficient [[Mechanic]] (good [[Attributes#Analytical_Ability|analytical ability]])
* 1 Proficient [[Planter]] (good [[Attributes#Agility|agility]])
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* 1 Proficient [[Grower]] (good [[Attributes#Agility|agility]])
 
* 1 Proficient [[Wood cutter]]
 
* 1 Proficient [[Wood cutter]]
 
* 1 Proficient [[Carpenter]]
 
* 1 Proficient [[Carpenter]]
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== Albedo's 7 ==
 
== Albedo's 7 ==
This balance works for me, and has (built-in) some room for flexibility. I've tried to give each dwarf just one <u>dominant</u> [[Strange mood|moodable]] skill, something that would produce a desirable end product (rather than an Artifact Left Sock) - but 2 dwarves have "moodable tbd" so that any 1 task of your choice will provide that for them (if they don't do any others).*
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This balance works for me, and has (built-in) some room for flexibility. I've tried to give each dwarf just one <u>dominant</u> [[Strange mood|moodable]] skill, something that would produce a desirable end product (rather than an Artifact Left Sock) - but 2 dwarfs have "moodable tbd" so that any 1 task of your choice will provide that for them (if they don't do any others).*
  
 
: (* I tend to like Weaponsmith (for Artifact Weapons) - crafting one quick pick for the mining operation, or a large trap weapon (easily melted back down) - done. Or Armorer for the instant legendary skill - lots of masterwork armor pieces to make. Ymmv - you can also go by any useful [[preference]]s.)
 
: (* I tend to like Weaponsmith (for Artifact Weapons) - crafting one quick pick for the mining operation, or a large trap weapon (easily melted back down) - done. Or Armorer for the instant legendary skill - lots of masterwork armor pieces to make. Ymmv - you can also go by any useful [[preference]]s.)
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: 1) "Boss Axe", '''Leader'''/Security: Axe +3, Armor User +5, Appraise +1, Judge of Intent +1*
 
: 1) "Boss Axe", '''Leader'''/Security: Axe +3, Armor User +5, Appraise +1, Judge of Intent +1*
: 2) "Dirty": '''Planter''' +5/Wrestler +5 (or <u>???</u>)*
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: 2) "Dirty": '''Grower''' +5/Wrestler +5 (or <u>???</u>)*
 
: 3) "Stoney": <u>'''Mason'''</u> +5/Stone Crafter +5 (or ???)
 
: 3) "Stoney": <u>'''Mason'''</u> +5/Stone Crafter +5 (or ???)
 
: 4) "Cutter": <u>'''Weaponsmith'''</u> +5/Brewer +5 (or ???)
 
: 4) "Cutter": <u>'''Weaponsmith'''</u> +5/Brewer +5 (or ???)
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:: ''(* <u>moodable</u> skill tbd)''
 
:: ''(* <u>moodable</u> skill tbd)''
 
====Notes====
 
====Notes====
To start, your '''Planter''' and '''Miner''' are the only ones using their main profession close to full time. For your Haulers and misc. tasks, you can choose from the Boss, Mason, Weaponsmith, Armorsmith and Mechanic, as they follow their profession only the minimal to get the fortress started, and it takes 100+ of any one task to threaten their initial moodable skill. Later (by year 2), you'll have migrants to do the hauling and misc. tasks, and these dwarves can move toward working as full-time professionals and becoming Legendary, just like [[Armok]] intended.
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To start, your '''Grower''' and '''Miner''' are the only ones using their main profession close to full time. For your Haulers and misc. tasks, you can choose from the Boss, Mason, Weaponsmith, Armorsmith and Mechanic, as they follow their profession only the minimal to get the fortress started, and it takes 100+ of any one task to threaten their initial moodable skill. Later (by year 2), you'll have migrants to do the hauling and misc. tasks, and these dwarves can move toward working as full-time professionals and becoming Legendary, just like [[Armok]] intended.
  
 
The 4 "(or ???)" skills can be tweaked to suit the target environment or your own playstyle/preference. They could be military, or something else if you think you need some other starting skill more. Ymmv, and that's fine.
 
The 4 "(or ???)" skills can be tweaked to suit the target environment or your own playstyle/preference. They could be military, or something else if you think you need some other starting skill more. Ymmv, and that's fine.
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: (* I start w/ one generic pick for embark, and [[Make your own weapons|DIY]] a quality bronze axe asap (followed quickly by a crossbow) - but that can take a while. If you expect trouble, start w/ a generic axe.)
 
: (* I start w/ one generic pick for embark, and [[Make your own weapons|DIY]] a quality bronze axe asap (followed quickly by a crossbow) - but that can take a while. If you expect trouble, start w/ a generic axe.)
  
The '''Planter''' will probably be working close to 24/7 on the farm. He has "Wrestler" only as a defense for when working above ground - he's not really "military grade", but it will help keep him alive if he's surprised by something unpleasant. He'd make a good crossbow candidate, as you don't want to lose him - Farming skill is a great labor multiplier, and a Farmer 5 does the work of score of dwarves compared to a Farmer 1. (You could also just lose a 2nd skill on this guy, and spend the 15 Embark points on something else, maybe another dog.)
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The '''Grower''' will probably be working close to 24/7 on the farm. He has "Wrestler" only as a defense for when working above ground - he's not really "military grade", but it will help keep him alive if he's surprised by something unpleasant. He'd make a good crossbow candidate, as you don't want to lose him - Farming skill is a great labor multiplier, and a Farmer 5 does the work of score of dwarves compared to a Farmer 1. (You could also just lose a 2nd skill on this guy, and spend the 15 Embark points on something else, maybe another dog.)
  
 
The '''Mason''' is designed to make stone mugs in his spare time to trade to caravans (my preferred trade item), but he could do so from skill 0 - it would require (a lot) more time, but, to start, he's just Hauling, and making a few pieces of furniture, and stone blocks for fortress expansion (and to get his skill up).  So he could easily be backup military.
 
The '''Mason''' is designed to make stone mugs in his spare time to trade to caravans (my preferred trade item), but he could do so from skill 0 - it would require (a lot) more time, but, to start, he's just Hauling, and making a few pieces of furniture, and stone blocks for fortress expansion (and to get his skill up).  So he could easily be backup military.
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Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] and [[lignite]] are only 3 points each at embark, as they are a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.
 
Now, what for all those saved points? One possibility is to bring along a few pieces of [[iron]] ore to equip a basic guard just in case, or some cheaper [[tin]] to at least ensure [[bronze]] production at some point. But perhaps the best use of points is to buy a SHITLOAD OF COAL. [[Bituminous coal]] and [[lignite]] are only 3 points each at embark, as they are a basic "economic stone" rather than an ore. By bringing along some 90 or so coal, not only will there be enough for early production, squad equipping, and buying out the first two years of caravans with metal goods, but with some care literally hundreds of [[coke]] will be ready by the time the first [[magma forge]] is set up. That means mass steel production without any reliance on lucky sedimentary layers.
  
The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Planter/Cook, Planter/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both Planters, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.
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The dwarves' skills in this build are an afterthought, following the template of Miner/Mayor/Proficient Armorsmith, Miner/Doctor/Proficient Weaponsmith, Carpenter/Cutter, Grower/Cook, Grower/Brewer, Furnace operator/Proficient Metalcrafter, and Mason. One neat trick: there is novice training in [[armorsmith]] on both growers, so that if they avoid doing any job but their planting/cooking, and ever go [[strange mood#Fey|fey]], that's a guaranteed [[legendary]] armorsmith. It happens more than you might think.
  
 
The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine.
 
The profile is not completely optimized. The bags can be replaced with thread. The 16 turtles are brought along so there's something to eat between brewing all the helmets and reaping the first harvest, but 7 turtles would probably do just fine.
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Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.
 
Upon embarking, immediately use some bauxite to build a [[wood furnace]], [[smelter]], and [[forge]]. Burn a piece of wood to charcoal, then use the charcoal to process a few units of coal. Smith an axe and two picks, build a brewery and brew all the plump helmets. Plant seeds, and then one can proceed as with the normal embark, with some 80-100 coal in the wagon.
  
Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarves is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.
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Warning: there is a good chance that your starting civilization has neither coal nor lignite. In that case, restart the embark and try another civilization; an entire world of coalless dwarfs is rare. Also, the added burrowing/starting time may prove fatal on inhospitable maps.
  
 
===Dwarves for a safer start===
 
===Dwarves for a safer start===
This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarves are able to do all important work and you can set up two squads. When new dwarves arrive, remove hauling task (wood!) from your starting dwarves (and all new important (crafting) dwarves, so they do not run into ambushes, useless dwarves can get fishing, to scout the outside.  
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This build adds some military and medical skills into the mix, so they are not defenseless. The seven dwarfs are able to do all important work and you can set up two squads. When new dwarfs arrive, remove hauling task (wood!) from your starting dwarfs (and all new important (crafting) dwarfs, so they do not run into ambushes, useless dwarfs can get fishing, to scout the outside.  
  
At the beginning, you can give the starting dwarves all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs.  
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At the beginning, you can give the starting dwarfs all important labors like butcher, cook, brewing, plant processing, ... until you got a better dwarf for those jobs.  
  
Building a pen near your entrance with walls and a door (only passable for dwarves) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).
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Building a pen near your entrance with walls and a door (only passable for dwarfs) for your sheep (stone blocks help a lot), and a pen in your entrance for your dogs to take care of thieves. Make the entrance passable for caravans (3 tiles).
  
 
Dwarves:
 
Dwarves:
# Planter 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)
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# Grower 5 / Leather Crafting 5 / Wood Cutting 0 (till miners are ready for inside growing)
 
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)
 
# Weapons Smith 5 / Armor Smith 5 (this dwarf is very important)
 
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)
 
# Mechanics 5 / Buildings Design 5 (for traps, with 5-10 spears, stones, ...)

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